I suppose it's technically correct that healers don't have a 1 button rotation, they don't actually have a rotation at all.
They just chaincast filler until the key falls off.
Riveting gameplay.
I suppose it's technically correct that healers don't have a 1 button rotation, they don't actually have a rotation at all.
They just chaincast filler until the key falls off.
Riveting gameplay.
It's kinda funny they said "play ultimate", I've been working through the current savage tier and I've noticed this game design is remarkably hostile to healers...
In dungeons there's not nearly enough damage output to justify tank kits, much less the existence of a healer as well, I'd argue extremes are the best balanced in that tank kits are mostly justified and raidwides actually warrant healing, also with the exception of some insta-kills a healer can usually do something about mistakes. But then we come to savage and I don't know what they were thinking, if you take any damage you're not meant to you either die outright and fail the enrage dps check or cause a wipe alternatively you get a damage down which a healer can do nothing about and fail the enrage dps check. There is no in-between, nothing for the healer to do to recover it, why have raidwide damage at that point? Why have the healers? What do the healers contribute that dps wouldn't do better?
I love how posters like this eventually always pull their final resort of "just quit". I do like the game, SE is just making it more and more difficult to do so. At some point I may quit. Until then I'll be posting, even if you'd rather have healers be silent.Bosses do have a pool of mechanics that can happen based on RNG, you should already know this, just not in trash content. Also, having more rng and more mechanics? Well, okay, but I don't want to sit in a trash dungeon for 1 hour either.
Also, yes, people should know how to play their class in DT, yet the reality is very different, isn't it?
Pretty much
Talking about healers having only 1 button rotation is such a disingenuous argument; it's not even funny at this point. And aaahhh yes, we found the scapegoat, the tanks.. rolls eyes
The fact remains that enough people despised the old design, enough for SE to change it and move away from it. Repeat after me: it's not coming back. and yes, if SE went back, it would indeed be a mistake.
So let me see if I get it. You dislike the game, you hate the classes, the encounter design, can't stop talking about how bad SE is and all the "mistakes" they are making, yet you are still here. I guess you enjoy toxic relationships. The 'worse' they treat you, the more inclined you are to stick to it..
well.. If you are into that kind of thing, okay I guess?
There's a reason veteran raiders call modern savage fights a spreadsheet simulator. You learn the fight exactly once, then you go through the motions in every clear after the first one, never deviating from your script while mashing your filler key during any blank space in your script. If someone trips up, chances are that you're resetting to the start or you're prepping a raise. I can count on one hand the number of times a quick heal saved the run where it would otherwise fail, I had a multitude of that kind of situation in savage pre-Shadowbringers.It's kinda funny they said "play ultimate", I've been working through the current savage tier and I've noticed this game design is remarkably hostile to healers...
In dungeons there's not nearly enough damage output to justify tank kits, much less the existence of a healer as well, I'd argue extremes are the best balanced in that tank kits are mostly justified and raidwides actually warrant healing, also with the exception of some insta-kills a healer can usually do something about mistakes. But then we come to savage and I don't know what they were thinking, if you take any damage you're not meant to you either die outright and fail the enrage dps check or cause a wipe alternatively you get a damage down which a healer can do nothing about and fail the enrage dps check. There is no in-between, nothing for the healer to do to recover it, why have raidwide damage at that point? Why have the healers? What do the healers contribute that dps wouldn't do better?
Recovery is a lost art in modern healers, because you're not allowed to recover most situations, you will do the dance or you will restart.
I'm sure the devs are happy to know there's this many performative care the thread receives.
Self-healing and sustain on Tank is actually a bit too strong but, it wouldn't be a problem if it wasn't paired with a huge amount of mits and an insane amount of HP.
I mean, waht's the point of having this much of Self-healing/Sustain and this huge HP pool when you can take less than half of them?
You can twist things in any way you want, Tanks need to be nerfed... Not, not nerfed, just put back to a normal level of power.
Too much powercreep is what killed a lot of games.
Was doing expert dungeon last night with a WAR. I notice dude's health never dropped below 70%, and this is without the sage focusing on healing him. At most they just throw e.diagnosis occasionally.Self-healing and sustain on Tank is actually a bit too strong but, it wouldn't be a problem if it wasn't paired with a huge amount of mits and an insane amount of HP.
I mean, waht's the point of having this much of Self-healing/Sustain and this huge HP pool when you can take less than half of them?
You can twist things in any way you want, Tanks need to be nerfed... Not, not nerfed, just put back to a normal level of power.
Too much powercreep is what killed a lot of games.
Not surprised though. I have leveled WAR to 100, and the amount of its self sustain is hilarious.
The problem is not really the self-sustain by itself (which is completly broken on WAR indeed) but the mix : SIO+Bloodwhetting+Damnation... 50% mit + a shield + a regen + "i'm full life with 3 skills*Was doing expert dungeon last night with a WAR. I notice dude's health never dropped below 70%, and this is without the sage focusing on healing him. At most they just throw e.diagnosis occasionally.
Not surprised though. I have leveled WAR to 100, and the amount of its self sustain is hilarious.
I think WAR could keep most of their self healing skills, just nerf them, Shake It Off's heal and regen should be removed, Storm's Path's heal could be reduced or even removed, Bloodwhetting and Nascent Flash should be capped to one heal per attack, and taken down to 300 potency for Bloodwhetting and 100 for Nascent Flash, Damnation to 200.
PLD, remove the heal on Divine Veil and Confiteor combo, turn Intervene and Holy Sheltron from regen to shields.
DRK, go back 7.0 heals
GNB, turn Heart of Corundrum and Great Nebula into shield effects, and take Aurora back down to 1 charge and 200 potency.
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