


It's possible that the potencies would need to be adjusted, but by adjusting them, it would mean Tank players going 'you're nerfing us!' and we know SE would never dare upset the Tank players
The BW issue you raise, I think is not an issue at all. Just as BW would block all the damage of a huge pack of mobs for... 15ish seconds? We already have that occur when a PLD or GNB invulns, or as a WHM we stun the pack with Holy. The point is not the 15ish seconds that the Tank is invulnerable, it's the 10s where they are not. If they no longer have tools in their kit that restore their HP so easily, then any damage they take is 'permanent' in a sense (until a Healer heals it hack). Bloodwhetting is not OP just because it restores the entire HP bar, it's also partially because once recovered, that HP is 'permanent' until it's removed by more damage
Plus, your example (400k damage from boss, 200k shield) would be very unlikely to ever occur, because BW would give you a 200k Barrier if you hit... I think it'd be like 10+ mobs? That doesn't tend to occur in higher-end content where a 400k hit is going to threaten the Tank. In a single target boss fight, you'd get a Barrier of, I'd estimate 20k per GCD used (my Tanks are in full Crafted still). Yes, you could theoretically 'compile' the effect by using multiple GCDs in the leadup to an enemy attack, but it'd still only total up to like 80k (including the initial Stem the Tide Barrier), And TBN on DRK is around 70k currently, so I don't expect it to be a problem, since it would require time to setup, the boss could eat the Barrier with an autoattack, etc. Equilibrium would also behave sort of similarly to a TBN, albeit a bit weaker, and with a far longer CD. Only place that comes to mind as 'this would be too strong' is maybe Sugar Riot's add phase (hitting 5 Mu's at once, plus boss), but even then, I think it'd be counterbalanced by the moments where you don't have the Barrier active, and the fact that the Healer would be entirely responsible (instead of only partially) for the HP restoration
I think, out of all of the Tanks, PLD would maybe be the one that comes out 'on top' for Dungeons. 4 stacks of 250p Barrier (replacing Sheltron HOT), plus more 400p Barriers via Blade combo/Confiteor, plus a 400p Barrier for each Holy Spirit/Circle used, plus the ability to Block... It'd be a more 'sustained' mitigation through the pull, vs the WAR who would, rather fittingly actually, blow their load at the start, get a MASSIVE Barrier via Bloodwhetting+AOE GCDs and take no damage for a while (probably 15-18s, depending on Barrier duration), then find themselves a little exposed when the Barrier duration expires (at which point they'd need to cover the gap with something else like Damnation, Equilibrium, etc). Though GNB could also be a surprise contender, 900p Barrier from HOC, and 300p x 6 from Aurora with 2 charges
Lastly, Barriers having a duration introduces a new skill cap for the Role. Take a PLD's Sheltron, if the HOT from it is instead made to be 4 stacks of 250p Barrier, with a duration of 12s, then a second use 5s later could add another 4 stacks, and reset the duration of the Barrier. By changing the timing of when you use Sheltron that second time from 5s later, to say 10s later, you could extend your Barrier coverage and potentially mitigate more damage overall
Edit: Actually, I guess it'd maybe cause issues regarding the difficulty of soloing Deep Dungeons, since you'd have Barriers and a potent HOT (the potion) instead of the current 'pure HPS and also a HOT'
Last edited by ForsakenRoe; 03-19-2026 at 04:49 AM.
#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



'Stop complaining, if you want your role to be more engaging, go and try the five (5) fights SE releases per EIGHT (8) months that the kits are tuned around, instead of asking for the <all of the other content in the game> to be more engaging'
Unless it's like this tier and we have a doorboss, in which case it's more like 5.5 fights per 8 months. Still, it's one of the takes of all time, absolutely hilarious/tragic in equal measure, partially because a lot of players who ask for the <all of the other content in the game> to be a bit more engaging, DO already do Savage, Ultimate, or both. But even for those that do not, why oppose making EX Roulettes a bit more engaging? The reason why some players don't do Savage or Ultimate isn't always a case of 'skill issue' or 'scared of a challenge', some can't due to scheduling for example
If some players see doing the more 'casual' content like EX Roulettes as, basically a 'chore that has to be done to cap tomes', why exactly does that content get this weird treatment of 'it's meant to be a chore (if you exceed the skill level it demands)', why can't a solution be found that makes it engaging for casual players AND hardcore raider types, so that it's NOT a chore to cap tomes via that method?
Last edited by ForsakenRoe; 03-19-2026 at 04:37 AM.
#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




I mean, it's the take of Yoshida so I guess it follows the official line, which is even more tragic.
Unless said official line has changed since they recognized recently there was a problem in how they approached difficulty modes in the game idk.




Raises hand
I find savage healing boring which is why I dropped savage because broil spam just to mechanically press sacred soil and indom on a timer isn’t fun
So now what am I supposed to do? Ultimate? Am I now only allowed to have fun on healers in ultimate?
It’s great the list of content I’m allowed to enjoy healer on consists of maybe 2 fights per expansion but you can be damn sure tanks and DPS will move heaven and earth to maintain their fun in all content at the expense of healers because somehow “my healing in dungeons is fun don’t take it away” and “play savage if you want to have fun as a healer” somehow come out of other same people’s mouth regularly
Last edited by Supersnow845; 03-19-2026 at 05:04 AM.




Ultimates aren't really much different.
Secretly had a crush on Mao





They do really have a weird, backward line of thinking.
In a vacuum, Dungeons are only fun to players that specifically enjoys 'turn off the brain' gameplay. High-ends are only fun for people who specifically loves spreadsheeting DDR mania. There's nothing left from the core job gameplays - it's not fun anymore. So now they're so hell bent on wanting to rely pulling players with a single type of content, each directly appeals to a very specific demography (like that actually work lol, people can take a look at census' new player graph and see how abysmal those numbers are. 'new player experience' my a$$).
Normally the ideal, and perhaps the logical solution to this dilemma would be funding for a better core job gameplay, so that players can have fun in any contents they choose to step into. After all, that's what we use to do everything. But instead they stretch their development cycle so wide & thin as a compensation, as they've demonstrated these past few years.
Last edited by Rein_eon_Osborne; 03-19-2026 at 05:40 AM.
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