OHKO mechanics don’t make anything interesting for healers because no matter how hard you try, you cannot heal a one-shot. And people blame healers all the time for dying to OHKOs without realizing that, no matter how hard they heal, if you take more damage than your maximum HP pool, no amount of heal spam will save you. Savage and Ultimate both are primarily mitigation checks, which fails on the entire party. They aren’t heal checks, and any “healing checks” are primarily limited to early Savage prog when people are in minimum item level gear. In DRU, there are mechanics where if the tank misses Reprisal or a DPS doesn’t Addle, people flat out die. Healers can’t do anything about that. The heal check ends once you figure out the minimum HP people need to survive, and more times than not, HoTs or one of a healer’s OP AOE heal nukes will take care of the minimum healing requirement.
I feel similarly about “heal to full or people will die/something bad will happen” mechanics (Heartless Archangel in O8S, White Hole in O4S, Cleansing Strike in Orbonne’s TGC). It just promotes mindless heal spam until everyone is full HP, and overhealing (which will always be pointless because you cannot heal more than 100% of someone’s HP) because that one DPS will be missing a smidge of health due to healing and healing Crit variances. Mechanics like that prove that the developers simply don’t know how to make healing interesting.
This is also a bad idea. All it would do is promote mindless healing just like heal-to-full mechanics. It doesn’t make healing interesting when you have to just mindlessly press your AOE heals.I think it would be a good idea if they add a damage buff when your Hp is above a certain percentage.
And a dps debuff when the Hp drops below.
I don’t deny that barriers have minimal use in most content outside of Jimmy has 4 vuln stacks and one *may or may not* save him from the incoming raidwide; but it seems like the general direction developers are taking mitigative responsibility falls into non-barrier AOE mitigation. Not shields. To be honest, I can go entire runs in most content without once touching Adlo/E.Diag or Succor/E.Prog because they simply aren’t needed. Especially if people are on-point with mitigation (when it matters—which is, sadly, not often enough). The only times I’ve found barriers 100% necessary are in week 1 Savage prog and Ultimate. In regular content, though? Not even necessary. Things simply don’t hit hard enough.Then there is more to it than just staying alive, it will give the Hp more meaning and it will give barrier healers more responsibility.
The sad fact of the matter is that they care far more with making healing as braindead simple as possible for those who say “it’s too hard!” Or to try and bring more people into the role, as opposed to listening to veteran healers when it comes to legitimate complaints and keeping the veterans satisfied with the role they’ve played for years. They don’t even offer “more advanced” healers for those who want more. All 4 healers are the same healer with different coats of paint.
It’s getting to the point where most jobs and roles are like this. Accessibility is fine to a point, but the devs have taken it so far that jobs within a role all play similarly, and they have lost any nuance or complexity that once made them engaging or interesting or just different within the role. I watched it happen with the physical ranged, and I’ve watched it happen to the healers.



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