Saying anything along the line of “constant damage” in FFXIV is how you say “Idk how healing works” without intending to.
Unless ofc that’s a sarcasm. Thanks, that was a good laugh.





Saying anything along the line of “constant damage” in FFXIV is how you say “Idk how healing works” without intending to.
Unless ofc that’s a sarcasm. Thanks, that was a good laugh.

@Zjar
Only a few bosses from the casual end really got more healing needed. The 93 trial has a perma raid DoT that pops up at 50% boss health to slightly bump up healing needed. The 95 dungeon final boss has deadly knock backs that still does heavy unavoidable damage when done right. Most of the rest... Umm... Not so much.
As I said before, the mechanics are too reliant on dancing around avoidable stuff or dying. I get why it is done to grant more survival accountability to everyone. However, this also means we have times zero damage happens when everyone avoids. Some notes may need to be taken from the above bosses as well as slowly increasing boss auto damage so more healing can be required.
As for the SMNs and RDMs being more rare, it's more so a symptom of PCT flat out being better than the other 3 classes for Spell Ranged slots. In a way, I believe RPR is also noticed to be very strong for similar reasons of offering a raid 2% buff and higher than expected personal damage. The melee side is less of a problem since the more selfish DPS on that end can actually compare to RPR. Although that does mean DRG and NIN may need another look to verify if they are okay still.



Where's this information from? If it's true, that means that one person is responsible for 11 jobs, more than half of the cast (guessing they don't also handle BLU).
IF it's true, I mostly think this dev is not doing a good job with casters and ranged either. Maybe all their effort was put into BLM in EW, and then PCT in DT. Maybe they cant handle making more than one job good at a time, and they should hire more people to cover the other 10 jobs.



Clearly their staff is at their capacity with the number of jobs in the game. Each job cannot receive love like they did in the past.

That's true. NIN and DRG right now feel... different than expected for their classes. I got NIN to 100 recently and there's so many CDs to keep track of that I keep forgetting about some. (Though it does feel distinct to have a job that feels like it has a small burst window practically every 20 seconds.) IDK maybe that's just a symptom of DNC being my main and RPR was my EW main and both are mildly "turn off your brain" jobs.@Zjar
Only a few bosses from the casual end really got more healing needed. The 93 trial has a perma raid DoT that pops up at 50% boss health to slightly bump up healing needed. The 95 dungeon final boss has deadly knock backs that still does heavy unavoidable damage when done right. Most of the rest... Umm... Not so much.
As I said before, the mechanics are too reliant on dancing around avoidable stuff or dying. I get why it is done to grant more survival accountability to everyone. However, this also means we have times zero damage happens when everyone avoids. Some notes may need to be taken from the above bosses as well as slowly increasing boss auto damage so more healing can be required.
As for the SMNs and RDMs being more rare, it's more so a symptom of PCT flat out being better than the other 3 classes for Spell Ranged slots. In a way, I believe RPR is also noticed to be very strong for similar reasons of offering a raid 2% buff and higher than expected personal damage. The melee side is less of a problem since the more selfish DPS on that end can actually compare to RPR. Although that does mean DRG and NIN may need another look to verify if they are okay still.
God i'm so tired of healing...cant even force myself to do the daily expert because its so boring spamming the same 3 dmg buttons. Sucks the lfun out of the game completly. Yeah...im gonna join you guys. Not gonna play healer again until they change it. Maybe even change to wow because there i have something to heal, once my sub expires.
Last edited by Lyndina; 09-12-2024 at 01:22 PM.
As a casual, the single fight that actually got me to constantly heal is the very last phase of M4, and I'm sure even that will become way easier as the average ilvl scales.



Even sadder, I’ve noticed with gear improving it’s becoming more and more common to skip that phase entirely (by killing her before she has a chance lol). On the one hand I guess it’s nice to have an ‘extra reward’ for higher dps (phase skipping), but on the other hand there are so extremely few mechanics that actually make the healer have to do anything, so it’s pretty sad that it’s so frequently subverted by simply ‘hitting her harder’
You mean you *GASP* did content often enough and learned from it?Aside from the mitigation checks being higher out the gate and tanks taking a lot of auto-attack damage during certain mechanics, it still feels like business as usual where once you've memorized the optimal timing for CDs you're going to need little to no GCD healing to keep people alive.




Because being rewarded for getting closer to an optimal run by getting to spam broil more is such a fantastic design
Did anyone stop to consider the “optimal run” should still include 40 succors, 30 adlo’s and 8 damage options you are playing around with
What’s the incentive to improve when you are rewarded with worse gameplay, the funny coloured number isn’t worth grinding from 220 broils out of 240 to 225 broils out of 240
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
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