The amount of deaths resulting from a fight suddenly requiring our knockback resisting skills would be remembered forever.
Arm's Length is ironically one of the few Role Actions I get to use, but it's usually for the Slow effect if the tank manages to die or forgot to turn on their stance, or when I am in fact running around solo.
When it comes to most of the fights with knockback, it's more about just standing in the right place to not get sent into something or over the edge, which is a picture perfect example of current encounter design where the best/only solution to the mechanic is to move to the correct spot and and not actual proper skill usage.

That's an obvious pain point. This game turned into a memory game, not an expression of skill. Just learn the fight, press your buttons and you're golden. Difficulty is all in forgetting simon says, which this development team has been actively pushing away many players with said mechanics... They're doubling down so hard on this shoddy game design (can't change my mind. If I want to play a memory game, I'd do that. Give me reactionary rewards. What ever happened to 'oh god, that's a big aoe, gotta get out in time.' Now it's 'what AoE? Oh, now to remember that call next time' since there is barely any tell anymore in most fights) it bled into casual content.



I see people still keep pulling out the "Well, go play harder content" card.
I don't think the people who want to heal more are looking for the current savage style of gameplay where you spreadsheet the correct spots to put your tools or you instantly die, and where any mistake made by someone stepping outside of the script will more often than not lead to a raise being required and not a heal. Modern savage doesn't teach you triage, it teaches you that people who make mistakes are a burden.


Play an Extreme or Savage and watch them complain for not healing and shielding enough ahaha


I found that when properly executed, the amount of healing in a Savage raid is downright minimal and with the proper comp, clearable without healers. Same thing goes with Ultimates, the right comp and healers are 100% optional.
So, yea, I've already done harder content, and unless you're on prog, healing is still optional.
As I have said before, if they want us to heal more, we need:
1. Continuous white damage on the tanks with periodic crits
2. Tank busters that really are tank busters and can bring a tank down to 50% or less even with perfect mitigation
3. Unavoidable AOE damage on the raid at random intervals
4. Frequent, random minor white damage on raid members, besides tanks. Boss turns, smacks somebody and goes back to tanks
5. Fights need to be more random and less scripted, have the boss react to what the players are doing and adjust
6. No more one hit kills, let the vulnerability stacks do their thing
7. Same with one mistake wipes the raid, except for tanks, let the enrage do its thing
I highly doubt that any of these changes would be made as it would require deviating from the copy paste / cookie cutter style design of the fights.
Last edited by Hyperia; 03-15-2026 at 12:43 PM.
I'll start to have real hope for the healer role the moment they change Free Cure and Enhanced Benefic into a trait that upgrades Cure and Benefic into Cure 2 and Benefic 2.
"8.0 will save the game, investors and shareholders; please do not quit. Please look forward to it."



You mean the content that (like ultimates) has multiple examples of 0-1 healer clears showing that the healing demand there still doesnt justify our kit?
Interesting that the for healers the solution to have fun is "go play less than 10% of the game", sounds like a really good design (?)
Just so we are clear, there are also no-Tank clears of those same Ultimates, the fact it can be cleared without Healers because there were 4 PLD in there spamming Clemency is less evidence of Healer kit being pointless, and more that if the Tanks are able to sacrifice their DPS completely they still can kinda sorta get by.
Extremely optimized gimmick runs don't mean anything other than there are people who are willing to make those gummick runs work.
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