What kind of healing are we even looking for anyways? Nigh constant GCD healing with little to no time to use our dps buttons?
What kind of healing are we even looking for anyways? Nigh constant GCD healing with little to no time to use our dps buttons?
Personally, I'd love that.
Make ~every fight have a random combination of:
* Constant pulsing damage on the group that requires constant healer attention.
* Every autoattack 1-2 non-tank targets (random) are also hit for 25%-40% (random) of their health.
* Between each autoattack, a non-telegraphed line-AoE or circle AoE is shot into the room for 10%-25% of people's health (random).
* All autoattacks cleave for a portion of their damage into everyone in a medium range from the boss, essentially always hitting melee DPS.
Constant need for low~moderate healing, that'd quickly outpace even the overblown oGCD selections the current healers have (all the big hits happen on top, but are slightly reduced since people might be randomly at 60%-70% HP!), requiring a steady stream of small GCD based healing.
Once we got that, shift some of the current oGCD timers into GCD stuff, even if the CD is kept, and ideally add ways the offensive abilities interact with these CDs or abilities (reduce CD, turn them oGCD, remove next mana cost, etc).
I don't think I'd need any more damage if I had actual healing to do, tbh. I play healer because I want to heal, if I want to focus on doing damage I'd be playing a DPS!
YoshiP himself mentioned that's not what he wants healing to be during the EW media tour, though we don't know if that's still what he thinks.
He also explains next in that clip that gearing up will reduce healing required, so it's inevitable that they'll end up with more healing downtime.
I mean, the lead dev both not personally liking healing (clearly) and also (clearly) having little understanding of players who do sure explains a lot about the issues of the entire healer role in this game and their absolutely bonkers design that makes even the GW2 "Throw 240 skills at the wall and hope 5 stick so someone can make a spec from them"-approach sensible by comparison. Sigh.
Player
The rest of the community would go ballistic about it being to hard (push button get pizza). Also while healing works this way in many games ffxiv is not built for that. Content should be doable within 30-45 min for a dungeon and 45-60 for a 24 person raid. If they did what you suggested it might take longer to clear and they are worried it would frustrate people. Also, not everybody could keep up with that type of healing therefor we would need skilled players which defeats the purpose of dumbing down healers so everybody can play them (I'm not saying anybody is not skilled, I'm just looking at it the way yoshi envisions it). I agree our focus should not be dps but with all the healing we do in general content what else is there to do?Personally, I'd love that.
Make ~every fight have a random combination of:
* Constant pulsing damage on the group that requires constant healer attention.
* Every autoattack 1-2 non-tank targets (random) are also hit for 25%-40% (random) of their health.
* Between each autoattack, a non-telegraphed line-AoE or circle AoE is shot into the room for 10%-25% of people's health (random).
* All autoattacks cleave for a portion of their damage into everyone in a medium range from the boss, essentially always hitting melee DPS.
Constant need for low~moderate healing, that'd quickly outpace even the overblown oGCD selections the current healers have (all the big hits happen on top, but are slightly reduced since people might be randomly at 60%-70% HP!), requiring a steady stream of small GCD based healing.
Once we got that, shift some of the current oGCD timers into GCD stuff, even if the CD is kept, and ideally add ways the offensive abilities interact with these CDs or abilities (reduce CD, turn them oGCD, remove next mana cost, etc).
I don't think I'd need any more damage if I had actual healing to do, tbh. I play healer because I want to heal, if I want to focus on doing damage I'd be playing a DPS!
Not really, comparatively speaking most games have less health on their enemies than here since not everyone is a "DPS and also xyz", in particular not healers. Yeah I know GW2 exists but unlike FFXIV, GW2 was quite explicitly built for this "everyone is DPS first and foremost" and doesn't even have roles in the traditional sense.The rest of the community would go ballistic about it being to hard (push button get pizza). Also while healing works this way in many games ffxiv is not built for that. Content should be doable within 30-45 min for a dungeon and 45-60 for a 24 person raid. If they did what you suggested it might take longer to clear and they are worried it would frustrate people.
That's kinda my point, the damage should not be so high that you have to nerve-wrackingly heal like a maniac, rather you "spam" healing. The way you "spam" your nuke now. Nothing special. In easier content like dungeons, you should be "fine" just spamming Cure/Benefic/etc, and sometimes casting the odd group variant. You can do much better (and in turn gain time for some nukes/AoEs), but it would not be required.Also, not everybody could keep up with that type of healing therefor we would need skilled players which defeats the purpose of dumbing down healers so everybody can play them (I'm not saying anybody is not skilled, I'm just looking at it the way yoshi envisions it). I agree our focus should not be dps but with all the healing we do in general content what else is there to do?
And then scale for normal / extreme / savage / ultimate / criterion savage from there. The last basically works like I'd envision things on many trash pulls, tbh.
Technically speaking, I cast Glare less often on my Astro than on my White Mage...
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