I have seen Ronin video and I think he is right!
Healers have less things to manage in normal phases, which was not true when aggro management was a thing
https://www.youtube.com/watch?v=HTT5..._channel=Rinon




And you immediately realise the comments miss the entire pointI have seen Ronin video and I think he is right!
Healers have less things to manage in normal phases, which was not true when aggro management was a thing
https://www.youtube.com/watch?v=HTT5..._channel=Rinon
So so many comments on that video are basically “you are too good at the game to have an opinion”, but then someone who represents the roulette doing majority espouses the same opinions and they “too bad at the game to have an opinion”
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


Can't remember if it was this video or a different one, but I responded to one of those "too good at the game" with "I got 'too good at healer' before I even hit level 90."And you immediately realise the comments miss the entire point
So so many comments on that video are basically “you are too good at the game to have an opinion”, but then someone who represents the roulette doing majority espouses the same opinions and they “too bad at the game to have an opinion”
No response of course.
People will always find an excuse to dismiss anyone's differing thoughts. First we're turbo casuals who need to try high end to have fun, then we're sweaty hardcore raiders who are trying to ruin it for the roulette only player.
Seems like par for the course with this game nowadays. It's all or nothing; if you're X, you can't have an opinion on Y; if you're for A, you must obviously be in favour of B and C, even if you said nothing about B and C. People have a tendency to get far too emotionally attached to arbitrary camps that they're not willing to listen at all. Oh you're part of the Healer Strike? You must be either an uber casual who can't do Savage, or an out of touch raider who just wants to gatekeep Jimmy Freecure from finishing Sastasha.Can't remember if it was this video or a different one, but I responded to one of those "too good at the game" with "I got 'too good at healer' before I even hit level 90."
No response of course.
People will always find an excuse to dismiss anyone's differing thoughts. First we're turbo casuals who need to try high end to have fun, then we're sweaty hardcore raiders who are trying to ruin it for the roulette only player.
It's tiring.
well, if someone is bad at healing they should learn to be better no?Can't remember if it was this video or a different one, but I responded to one of those "too good at the game" with "I got 'too good at healer' before I even hit level 90."
No response of course.
People will always find an excuse to dismiss anyone's differing thoughts. First we're turbo casuals who need to try high end to have fun, then we're sweaty hardcore raiders who are trying to ruin it for the roulette only player.
why are we so afraid of people failing.. this is part of process




thats the problem. the people developing the game, the people who's feedback they listen to, and some who come into this thread... are the ones who feel so fragility about failing at something. I mean, seriously, we get people like "think about the developmentally impaired or handicapped people who want to play!" get shot down by people who are actually handicapped who say "bro, I didnt ask for easy...".
the people against the idea of making the jobs better.... have a very mobile sliding scale of reasoning of why it shouldnt be done, and most of it contradictory, mostly based on the fact that they dont want to have to learn their job
#FFXIVHEALERSTRIKE
I never seen this type of mentality before in any game,thats the problem. the people developing the game, the people who's feedback they listen to, and some who come into this thread... are the ones who feel so fragility about failing at something. I mean, seriously, we get people like "think about the developmentally impaired or handicapped people who want to play!" get shot down by people who are actually handicapped who say "bro, I didnt ask for easy...".
the people against the idea of making the jobs better.... have a very mobile sliding scale of reasoning of why it shouldnt be done, and most of it contradictory, mostly based on the fact that they dont want to have to learn their job
in Monster hunter I played 50 hours with greatsword class to at least be "good",
but if you ask me is the class hard? no it is way easier than most classes but it requires you to put your mind to it..
I dont understand these devs or even players who ask jobs to be braindead


One of the most vocal oppositions I got to a rework to WHM I made (or more accurately, the prototype version from over a year ago), effectively boiled down to 'you made the DOT duration shorter, I don't like DOTs, so I don't support this idea'. Said rework also includes ideas that make Thin Air better, or one to give WHM access to lower level versions of actions (eg Divine Seal, which later upgrades into Temperance) to make early game more interesting, or giving WHM Protect as a 60s CD party-mitigation tool (which upgrades later into Plenary, which would have its current effect plus the mit). But nope, 'Aero/Dia duration reduced to 12s, potency adjusted to compensate' was the line in the sand for that one player.
I expect SE has to deal with similar hardline stances from players on the regular. But in opposing an idea because we disagree with one aspect of it (in this case, DOT duration adjustments), we lose out on all the good things that could also come with it. 'Perfect is the enemy of good', and all that. What should be done, instead, is to try and 'mitigate' the disagreeable aspect's influence on the gameplay. In the case of the DOT, for example, perhaps the potency could be tweaked, such that failing to refresh it exactly on time, each time (of which there would be more refresh moments per minute, with a shorter duration), is less potency lost compared to currently. As it stands, Dia is 825p over its full duration, including the initial hit. Lowering the damage per tick from 75, to something less ridiculous, and putting some of the damage elsewhere (either in a different part of the damage kit, or frontloading more of it) reduces how punished the player is for missing a tick. Additionally, moving damage into the initial cast of the spell reduces the punishment the player endures, should they opt to use an early refresh for mobility.
And of course, the more different DOTs a healer can use (cough SCH), the more evenly between them the total DOT potency can be divided, making the punishment for dropping one even lower. Heck, we can even make the 'gain of using a DOT vs just using that GCD on another Broil' so small, that it's inconsequential for clearing any content in the game, and exists only as something for optimizers to optimize around (like how we don't 'have' to put Misery in raidbuffs, but it is a nice little boost)
Last edited by ForsakenRoe; 11-23-2024 at 03:51 AM.
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