


they're easy in normals because the other roles can cover most of the incoming damage and you can overheal all the hell you want with pretty much no real dps checks
if a healer seems to need to use a lot of casted heals it's either poor planning or teammates taking unnecessary damage or a lack of mitigation, the latter two not being just the healer at fault


If anything it's the opposite: Our Filler spell is now such high potency, that dropping casts of it (to heal, to move for the mandated DDR dance, etc) is far more punishing than it was in the past.
Scholar, for example, loses 4x as much damage per dropped GCD compared to ARR (Ruin was 80p, Broil is now 320p)
That's not to mention Dosis on SGE, it's already at 380p, are they gonna make it 400p next expansion?
#FFXIVHEALERSTRIKE
Healers feel like they've fallen behind the times, designed for a game that no longer exists. I believe SE can update Healer designs to better fit the modern raiding environment they're now creating, offering optimizations for players to master, while still remaining accessible to new players to the role, all while enhancing Job Identity of each Healer by creating a unique gameplay loop for each individual Job in the role. A 'Role Reborn', if you will. https://forum.square-enix.com/ffxiv/threads/504892 is my attempt to prove this belief is not only 'possible', but a very achievable goal for SE
Yet, despite the supposedly high potency, the healer DPS is still way too low. So no, it shouldn't be 400p next expansion, it should be probably be closer to 500p this expansion.If anything it's the opposite: Our Filler spell is now such high potency, that dropping casts of it (to heal, to move for the mandated DDR dance, etc) is far more punishing than it was in the past.
Scholar, for example, loses 4x as much damage per dropped GCD compared to ARR (Ruin was 80p, Broil is now 320p)
That's not to mention Dosis on SGE, it's already at 380p, are they gonna make it 400p next expansion?
Pretty easy to explain. Because the healing part of the job is so incredibly easy you will find healers in M11S that really shouldn't be there.
The point seems to have gone right over your head.
Healer's potential damage output is "fine", enrage timers are designed around it. Healers dragging people down in M11S has nothing to do with their potency numbers.
Your main damage source being a single button is the entire issue, because the higher you make the potency of that one button the more dps you lose when you miss a cast of it.
And bad healers miss a whole lot of casts.
Last edited by Absurdity; 01-26-2026 at 04:19 AM.


Because there is zero content in the game before savage (and arguably some extremes) that teaches healers how to play their role appropriately. Such as how to not be a healbot, planning out heals/mitigation, how to press their (few) dps tools.
M11s is a reality check for most healbots. They are learning they can't just afk through savage and get a clear.
Here's the fun part. Once those healbot players adjust and start getting better at the game, planning out mits and heals and figuring out that their dps rotation is pressing 1 button >80% of the time, they understand that the healer gameplay absolutely massively sucks arse and switch to dps or tank instead.
Guess who fills those newly vacant spots? Fresh healbots.
Giving them more buttons won't fix the missed casts, making their casts do damage fixes their low damage output.Healer's potential damage output is "fine", enrage timers are designed around it. Healers dragging people down in M11S has nothing to do with their potency numbers.
Your main damage source being a single button is the entire issue, because the higher you make the potency of that one button the more dps you lose when you miss a cast of it.
And bad healers miss a whole lot of casts.




Sure. Now place an average healer on that position. What they end up doing is, they don't cast anything no matter how 'easy' their buttons are to press, because they're shaking or too stressed to press their buttons proper while mechanics are going out. Better healers? Still 1 button spam, but now they're doing way waaaaaaaaaaay more dps.
This is partly why making their filler nukes stronger ends up widening the disparity: devs HAS to balance this around the assumption that healers will output their 'supposedly easy healer dps output'.
Last edited by Rein_eon_Osborne; 01-26-2026 at 04:41 AM.
"Outside obvious jokes/sarcasm, I aim to convey my words to the future readers who may come across mine posts. Can I change -your- mind, somehow? Potentially... but that's not why I'm writing. You and I have wrote our piece(s). We don't necessarily need to change each other's mind. But we can change other's."
Well they're currently balancing the game around healers doing piss poor damage because their attack potencies are too low.Sure. Now place an average healer on that position. What they end up doing is, they don't cast anything no matter how 'easy' their buttons are to press, because they're shaking or too stressed to press their buttons proper while mechanics are going out. Better healers? Still 1 button spam, but now they're doing way waaaaaaaaaaay more dps.
This is partly why making their filler nukes stronger ends up widening the disparity: devs HAS to balance this around the assumption that healers will output their 'supposedly easy healer dps output'.
So there's no one singular fix that solves everything, but I think as a start balancing out the game would be nice.
There is really no justification why Healers should do less damage than Tanks, because neither role is a DPS. So, as a start to fixing things, Healers need to have their base damage pulled up to the same level as Tanks. And if SE is afraid to give Healers more attacks or more gameplay, the only way to do that is increasing potencies.
Except it does...to an extent. Splitting the damage between more spells and abilities means less damage lost per individual cast than right now. Add some DoTs back into the mix that still do their damage while you're not casting any damage spells and we can at least shrink the disparity between good healers and mediocre healers.
Making your filler do 800 potency per cast will mean some healers do tank dps numbers and some do auto attack-only dps numbers, good luck if you get one of those in your party finder when enrage timers are balanced around the former.
Last edited by Absurdity; 01-26-2026 at 05:29 AM.
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