



But it’s totally balanced because there was this one time in 1844 I queued in with a healer who didn’t do DPS"WHM Holy stun now works on all enemies (including bosses), and has no diminishing returns, it always applies a stun of 4s duration"
"To maintain parity between Healer Jobs, SCH's Art Of War now applies an extremely strong Slow effect for 4s (causing enemies to autoattack once per 15 seconds as long as it is maintained), AST's Gravity applies Stop for 4s, and SGE's Dyskrasia applies a 100% Blind effect for 4s"
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
Which while annoying isn't nearly as bad as getting two DPS in your dungeon that do damage from 20 levels ago. Of course you can't "see" that without black magic, only extrapolate it from every trash pack taking forever. Which is why dps players not doing their job has been largely ignored, but since we're designing for convenience and turning your brain off here we should probably fool proof that as well.
Just the logical conclusion of this design philosophy after all.
Last edited by Absurdity; 03-19-2026 at 12:14 PM.



This is something "Go do harder content" people refuse to acknowledge, it seems.
Not everyone who dislikes the current healer role is someone that doesn't do harder content, there are many of us who do harder content but are still bored because of how the content is designed. Look at what's the pinnacle hardest content in the game right now (until the ultimate drops), M12S, you just stand there and spam your filler over and over again while you wait for the boss to set up their mechanics and then things happen, then you hit your cooldowns as assigned by the almighty spreadsheet, then you either just win or someone trips up the entire party and all of you hate and blacklist them.
As a healer in high-end content, you just follow the script on repeat like a robot until everyone else gets up to speed and you clear the fight, there's very few cases where you can actually save the run with a raise or a quick heal, most of the time you'll be saving the run with a healer LB (if the melee didn't already use it).
One portion of FF14 players want "solo-bility" in every content and other wants the hardcore holy trinity.
Make up our minds, Eorzeans.

I think instead of making other jobs more dependent on healing, they should just make healers less dependent on anything else by raising their DPS. Flip the table and then watch DPS and tanks complain about healers only parties lol
It will never make sense because this game is in this state, because SE listened to the small, annoying minority in the forums. Also, they are just asking for EX and savage to become the norm, which in all fairness I am all for it..lol.
There is nothing to fix..lol.8mil overheal in a single fight... And yet people wonder why healers want things fixed. Splash over from hots or coheal sniping shouldn't amount to over healing the health of a player 24x, and making sure you don't 'overcap' because there isn't enough damage to justify the throughput they give us.
It's specifically intended like this so people don't have to min-max healing to the last tick. Ultimates are a LOT closer to that, and healing and mitigation need to be a lot more precise; even there, a small leeway exists.
It's a very easy concept; the lower the difficulty, the easier it is to heal, deal damage, and make mistakes. The higher you go, the less you are afforded that luxury. It's not rocket science, really.
If you want hard-hitting mechanics that require constant healing, engaging content where you have to do mechanics and engage with the content, then you are essentially asking for savage and ults + chaotic to become the norm. I am all for it, to be fair..let's go!


In SHB, WHMs started doing more damage than some of the Tanks, and the Tanks were not happy with the arrangement
#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




People are still conflating difficulty with engagement I see
Secretly had a crush on Mao





I recall this. To me, the most memorable of all was PLD's Clememecy vs WHM's Cure II debacle. Mathematically speaking it was more efficient to let the PLD Clememecy than for the WHM to cast Cure II in those days. People certainly weren't fond of that, despite the actual practice being pretty rare lol.
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Like E12s


