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  1. #11231
    Player
    Calysto's Avatar
    Join Date
    Aug 2019
    Posts
    421
    Character
    Callisto E'elyaa
    World
    Ragnarok
    Main Class
    Fisher Lv 100
    Quote Originally Posted by CaptainLagbeard View Post
    The developers don't think it's a problem. The developers also seem to think that non-DPS roles shouldn't do damage. So what would be the problem if they removed tank's combos and ogcd attacks? And people responding to me also don't think non-DPS damage isn't something that should be considered.
    Because Tanks get a preferential treatment ? poster boys for most expansions, achievements/mounts, priority for adventurer in need, op in any content with reward based on enemity, etc...
    Healers should be happy to get scraps, and you know what ? adding potency to their filler is exactly that ! Why make the role fun to play when you can just drop 100p to their filler. There healers fixed, ! are you happy ?
    Like most people pointed out, that change absolutly nothing to your first problem (dps checks). instead of it being (exagerated) 40dps+30tank+20healer=90dps check you get 40dps+30tank+30healer=100dps check. with a bad healer dps, that's a 10% more expected from the party to clear.
    To be clear, I'm not opposed to increasing Healer DPS to at least reduce the gap, because solo duties are boring, but other than that, it solves absolutly nothing.

    Quote Originally Posted by Azurarok View Post
    If healer dpsing is going to be stay as simple as it is right now there's really no reason for them to hit as hard as a tank though, ShB had this problem and tank dps rotations really felt like a lot of effort for very little damage because of that.
    I'd argue than If you expect someone to take a role as boring as healer to fill the slot, they'd deserve to feel some gratification.
    (4)
    #FFXIVHEALERSTRIKE

  2. #11232
    Player
    Moqi's Avatar
    Join Date
    Apr 2014
    Posts
    1,481
    Character
    Goji Degotye
    World
    Twintania
    Main Class
    Botanist Lv 81
    Potency talks aside, this game is 90% non savage/hard content... I'd like to have fun pressing buttons in the vast majority of the game as well, which spamming one button isn't.
    (20)

  3. #11233
    Player
    AlliciaCapulet's Avatar
    Join Date
    Apr 2015
    Location
    Limsa Lominsa
    Posts
    174
    Character
    Allicia Capulet
    World
    Jenova
    Main Class
    Scholar Lv 100
    I probably did it in the past but I also want to add my voice to this thread. Scholar main since the opening of Jenova server here. In my heart I still a main sch even If I play it less and less because it's now boring.

    The problems that are told on OP are still all valid at this day.

    I still miss my Stormblood's scholar that was my favorite, or my HW/ARR ones before that was way more fun than the current one.

    I understand that they tried to give mitigation and healing skills to other job so they could survive easily if a bad healer is in the party, but that kind of killed the purpose of having a healer. It's part of an online game to often be stuck with bad players, and the XIV community always had the reputation of being patient and friendly to help people to understand their mistakes. Nowadays, with the easy casual content, especially nerfed old content, I can understand why there are so many bad (every roles tbf) in the games. If for the leveling to level 100, all you offer is non challenging dungeons/trials/raids with not threats and where the tanks/dps can survive without healer, don't be surprise if they are bad when those players starts to play in extreme, savage or any other of the harder content.

    The priority for 8.0 should be to adress the jobs issues so healer become something necessary again and not optional (and make them fun to play, they deserve a nice dps rotation like they used to have). But, SE should also consider putting back danger and possibility of dying in dungeon. I did the dungeon where Nidhogg is the final boss the other day, and I was surprise to see that Estinien is not even there anymore. Back in the time, the healer had to keep him alive or it was a wipe. Oh, and that dungeon used to take 30 minutes to do, had challenge and was actually fun. The current version took 12 minutes to clear and was braindead, borring. To be short, a 12 minutes dungeon that felt longer to do because it was just boring, than the old 30 minutes versions where we had danger and needs to heal.
    (6)

  4. #11234
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,434
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Calysto View Post
    Because Tanks get a preferential treatment ? poster boys for most expansions, achievements/mounts, priority for adventurer in need, op in any content with reward based on enemity, etc...
    Healers should be happy to get scraps, and you know what ? adding potency to their filler is exactly that ! Why make the role fun to play when you can just drop 100p to their filler. There healers fixed, ! are you happy ?
    Like most people pointed out, that change absolutly nothing to your first problem (dps checks). instead of it being (exagerated) 40dps+30tank+20healer=90dps check you get 40dps+30tank+30healer=100dps check. with a bad healer dps, that's a 10% more expected from the party to clear.
    To be clear, I'm not opposed to increasing Healer DPS to at least reduce the gap, because solo duties are boring, but other than that, it solves absolutly nothing.
    I would argue that giving healers more damage would fix the issue of healers not doing enough damage for DPS checks because they lack the tools to do said damage.

    But thinking more on the testing I did, the only reason WHM was able to almost compete with PLD on a single 2m window was purely because of Afflatus Misery, if they wanted to keep more or less the same gameplay healers currently do to "not stress them out", they could replace Afflatus Misery with a new Healer Role spell that's an instant cast GCD with a 2m CD that hits for 1500 potency. Then it would be an issue of Healers playing bad if they didn't contribute enough damage and not because their kits are undertuned.
    (0)
    Last edited by CaptainLagbeard; 01-26-2026 at 10:38 PM.

  5. #11235
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,193
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by CaptainLagbeard View Post
    I would argue that giving healers more damage would fix the issue of healers not doing enough damage for DPS checks because they lack the tools to do said damage.

    But thinking more on the testing I did, the only reason WHM was able to almost compete with PLD on a single 2m window was purely because of Afflatus Misery, if they wanted to keep more or less the same gameplay healers currently do to "not stress them out", they could replace Afflatus Misery with a new Healer Role spell that's an instant cast GCD with a 2m CD that hits for 1500 potency. Then it would be an issue of Healers playing bad if they didn't contribute enough damage and not because their kits are undertuned.
    That's what we've been trying to explain. People aren't failing DPS checks because healer damage is undertuned, the DPS check is tuned around that current healer damage. So if you're dying on enrage due to missing healer damage then that healer is simply bad.
    (4)

  6. #11236
    Player
    Daudream's Avatar
    Join Date
    Jun 2024
    Posts
    65
    Character
    Rani Akki
    World
    Phantom
    Main Class
    Conjurer Lv 23
    I love how almost every time this thread is brought back up, a couple pages worth of discussion on the topic pops up alongside it, too bad the discussion shows no improvement or acknowledgment on the issue, as it loops back to the same talking points (regardless on if it's for or against the strike).

    More likely than not I'll never get to enjoy healer ever again but at least reading in here remains entertaining.
    (5)

  7. #11237
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    606
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    It's almost as if people know what the problems are and just disagree on how to fix the problems.
    (4)

  8. #11238
    Player
    AyahM's Avatar
    Join Date
    Jul 2025
    Posts
    13
    Character
    Ayah Mae
    World
    Kraken
    Main Class
    Dragoon Lv 100
    In some dungeons it’s fine to run w/o healers, but I disagree that they are obsolete. Regardless of what type of play it is, pve, pvp, healers are in fact needed.

    Maybe I’m just a bad player.

    I do think that healers need more enchants. Weapon enchant skill options, so that they can start making more strategic decisions during fights rather than just button pushing.

    The addition of several skills like this can fix lame gameplay.

    Add 10% to target damage for 10 sec, heal for 20% of damage value up to xxxxx

    But I’d rather see long term gains so it’s less button pushing.

    Add 4% to target damage for 200 seconds, heal for 10% of all additional damage done when enchant ends.

    Or

    Reduce target damage by 25% while this enchant remains active, shield for 400% of targets damage done in the last 15 seconds. Players near this player gain 10% damage for 7 seconds.

    These probably aren’t beneficial examples, but the general idea is forcing healers to make decisions which fundamentally alter gameplay.

    They deserve it.
    (0)

  9. #11239
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,353
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Quote Originally Posted by AyahM View Post
    snip
    I do agree mostly but the only thing I think should be different is durations on such things, since it runs into the same issue Protect had. If they last say, 200 seconds, they don’t really add very much to the gameplay since it’s just pressing one extra button every few minutes.

    If they had say, the standard 20/30s duration, you’d have to reapply much more frequently, maybe consider Mp costs (let’s pretend MP exists now), upcoming healing mechanics, etcetc, so it’d actually add something more to the overall gameplay. Plus if they’re worried about balance they could make such things role skills so they’re available to each healer equally or w/e.
    (1)

  10. #11240
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,971
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by AyahM View Post
    These [enchants and long buffs] probably aren’t beneficial examples, but the general idea is forcing healers to make decisions which fundamentally alter gameplay.

    They deserve it.
    I'd likewise want to see more decisions, but I don't want those to feel generalized as just buffs, just enchants, or the like, or even strict capacitive differences like one being able to shield based on damage dealt (best on bursty DPS) and others for extra DR (best on whoever's getting hardest, so usually the tank... at least if not for anti-synergy with other DRs).

    Or, to try to put it more simply... I don't want to see Healers get some sort of role-wide norm that offers more downtime casts via (a) shared (category of) actions so much as that I'd like to see a push towards greater versatility across all jobs (that moves more of our kit from 2-minute-alignable oGCD bloat towards more frequently usable but situational tools that allow for branching decisions) that healers, in turn, benefit from.

    For Monk, that might involve a revitalization of stances and/or far more varied and interactive Blitz options; for Samurai, that might involve its two wind buffs being far more meaningful than just 40s upkeeps, or maybe even (separate from the Winds) moving power between self and one's blade a bit; for Warrior, Abandon and Defiance and leveraging low and high health; for Sage, maybe different configurations and the ability to granularly assign actions to the different Nouliths with the intent of having individual assignments synergize into an upcoming combined skill, etc.

    Granted, even as I say that, I could see some ways that what I imagine might put the different jobs analogous to each other. For instance...[LIST]my imagined WHM would make far more significant use of elements, with actual White Magic coming only from mixing them to strong effect (though that'd arguably give feast-famine balancing issues);
    my imagined SCH would uniquely make use of Libra (if randomization of boss attacks were ever a thing, allowing a ghostly-animated forecast X seconds ahead) and Stratagems (like formations, but for friendlies and enemies) but would likewise have that Lily/Eos distinction between maximizing utility & shields or total healing throughput;
    and my imagined AST would atop its Cards (again randomized but with more controls and with an actually balanced Royal Road) again have Diurnal and Nocturnal Sects -- Diurnal having the ability to rush out GCDs and leave a HoT of variable, extendable duration, and Nocturnal having the ability to overcharge for shield value, each at reduced MP efficiency (which one can make up for via Ewer later) but powerful utility.

    Granted, all that would depend on 8.x actually making job identity a priority, so... yours would be the more realistic and might still do a fair bit if the buff durations were short enough and their likely outputs balanced correctly.
    (1)

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