1. Makeda didn't say that they stand there and do nothing.
2. They said the git gud BS comes up whenever anyone wants healers to become more healer and less dps heavy
Player
Its nobody's fault that the majority of players agree that if you only healed 100% of the time it would be boring AF. Instead of complaining, people should adapt. Fact of the matter is, pure healing is a relic of the past and it's better off that way. It wasn't fun only casting cure2 and 3 in ffxi, and it wasn't fun spamming only flash of light in wow, and it wouldn't be in this day and age either.
It's not a bad thing to be useful and do damage. I'd rather minmax than mindlessly heal up bars with nothing else to do.


I dont see the majority agreeing however I see maybe 50 people max agreeing and about 30 or so poking holes in thier arguments and maybe 10 to 20 more echo chambering one side or the other. 50 people and 50 people equals not even 1% of the playerbase. basically STAHP Saying The Majority the Majority obviously dont have a problem one way or another about it or they'd say something.Its nobody's fault that the majority of players agree that if you only healed 100% of the time it would be boring AF. Instead of complaining, people should adapt. Fact of the matter is, pure healing is a relic of the past and it's better off that way. It wasn't fun only casting cure2 and 3 in ffxi, and it wasn't fun spamming only flash of light in wow, and it wouldn't be in this day and age either.
It's not a bad thing to be useful and do damage. I'd rather minmax than mindlessly heal up bars with nothing else to do.
"Sometimes I wonder I heal for fun. or if I heal because I'm a glutton for punishment."
That's not an inherent problem with the idea of full-uptime healing though, that's a problem with the design of healing skills. You're right that it's not fun spamming one spell over and over again, but that's not because it's a heal. Take this cure-and-medica design skeleton we have and imagine it as a DPS job and you get a caster with "basic damage spell", "bigger damage spell", "AoE damage spell", "DoT", "AoE DoT" and "Ground-effect DoT", with none of them interacting with each other or the job's central theme in any way. That would be a really boring DPS.Its nobody's fault that the majority of players agree that if you only healed 100% of the time it would be boring AF. Instead of complaining, people should adapt. Fact of the matter is, pure healing is a relic of the past and it's better off that way. It wasn't fun only casting cure2 and 3 in ffxi, and it wasn't fun spamming only flash of light in wow, and it wouldn't be in this day and age either.
If the healing skills fit together into some sort of rotation, unlocking or boosting each other such that you'd get significantly more healing or spend less MP from using your skills in an intelligent order, then full-uptime healing can be as engaging as full-uptime DPS. They've sort of barely touched on this idea with things like Freecure and Enhanced Benefic and Plenary Indulgence, but those designs are all awful (Plenary less so than the other two), being on spells you wouldn't want to use anyway and/or unreliable, and incoming damage isn't high enough in the current game to always make the proc useful.
Last edited by Singularity; 06-13-2019 at 06:59 PM.
This; engaging healing, like engaging damage-dealing, requires certain self-centric and fight-centric senses of rhythm, foresight, and compromise/optimization. If there are none of the above components of gameplay, or anything similarly significant, then of course the whole will feel shallow. After all, that'd make it a toolkit that ultimately fails to provide meaningful gameplay.That's not an inherent problem with the idea of full-uptime healing though, that's a problem with the design of healing skills. You're right that it's not fun spamming one spell over and over again, but that's not because it's a heal. Take this cure-and-medica design skeleton we have and imagine it as a DPS job and you get a caster with "basic damage spell", "bigger damage spell", "AoE damage spell", "DoT", "AoE DoT" and "Ground-effect DoT", with none of them interacting with each other or the job's central theme in any way. That would be a really boring DPS.
If the healing skills fit together into some sort of rotation, unlocking or boosting each other such that you'd get significantly more healing or spend less MP from using your skills in an intelligent order, then full-uptime healing can be as engaging as full-uptime DPS. They've sort of barely touched on this idea with things like Freecure and Enhanced Benefic and Plenary Indulgence, but those designs are all awful (Plenary less so than the other two), being on spells you wouldn't want to use anyway and/or unreliable, and incoming damage isn't high enough in the current game to always make the proc useful.
Last edited by Shurrikhan; 06-13-2019 at 07:12 PM.





I also would like to see spells interact with each other more. Not in any sort of rotation but things like a single target heal refreshing regen, a chance for an aoe heal to proc the next spell as an instant cast, casting a spell gives you stacks that changes how another spell acts such as potency/mana cost/mechanic, healing damaged targets with two aoe spells causes your next single target heal to do splash aoe healing...and so on. Stuff like that.If the healing skills fit together into some sort of rotation, unlocking or boosting each other such that you'd get significantly more healing or spend less MP from using your skills in an intelligent order, then full-uptime healing can be as engaging as full-uptime DPS. They've sort of barely touched on this idea with things like Freecure and Enhanced Benefic and Plenary Indulgence, but those designs are all awful (Plenary less so than the other two), being on spells you wouldn't want to use anyway and/or unreliable, and incoming damage isn't high enough in the current game to always make the proc useful.
I see others say healers should have healing rotations but this won't work. It would result in players running into problems if they end up in a situation where a lot of healing needs to be done at the worst moment of their rotation. Fights would end up having to be far more scripted to avoid this problem, which would result in a very boring experience for everyone. Something like the above is better.


This is where oGCD's should fit in.
If you're in a rough spot and can't get the GCD heals you need out in time, you buy the time with the oGCD's.
As opposed to oGCD's being the end-all-be-all of healing output.
To be honest, I look at the article I linked to in a previous post that discusses the Holy Trinity and it describes healing as thus:
Then you look at XIV's "Healers" and then laugh.Healing Types
This is more simply-put than the DPS Types. To keep other players alive you either undo damage done to them, or prevent it from happening in the first place. Healers typically have multiple types of healing abilities. Some of them are slow but mana efficient, allowing you to manage your resource to keep people alive while also keeping you from running dry.
They will also typically have some emergency spells. These are very mana inefficient, and should only be used when there is a sudden need for them. This sacrifices efficiency in order to improve a situation going downhill very quickly. Sometimes this is worth it to keep people alive, because being mana inefficient is worth it if the alternative is having lots of mana, but your team is dead with you soon to follow.
Shielding your allies from harm is also applicable, but rarely are there whole playstyles that revolve around this. This includes putting up barriers that reduce or eliminate incoming damage, using CC to keep enemies busy, or increasing ally’s resistances to certain types of damage.
Mana efficiency? Lel oGCD's are free.
Mana inefficient "Emergency" heals? Lel oGCD's are free.
Slow but efficient heals? Lel oGCD's are instant cast (And free).
Shielding allies is rarely an entire gameplay? Lel Critlo-Deploy.
Using CC's to keep enemies busy? Lel wut's a CC?
Increasing an allies resistance to damage? Lel DaNcEr Is BuFfEr
Personally for me if SE went the route of more active healing then I simply would not bother healing. That is okay, I enjoy healing in FF because it is more aggressive and I understand that it is not it is not for everyone. So if SE switched it up then I am sure others who enjoy the new style of healing will pick up the role.


i don't think healing would be so boring if there was actually more to it. mana management is a joke and barely ever factors into anything. everything is all DPS checks in raids. at the very most you have to make sure the tank doesn't die from a tankbuster and heal raidwide dmg
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