After playing the healers for myself starting from Shadowbringers early access, I'd like to give the dev team my thoughts on the changes.
I've been a healer main since 2.0, with AST as my favorite since Heavensward launched. While I understand the criticism against the role so far, thankfully the jobs aren't outright broken like AST was during 3.0. Having played broken-AST during Alexander Savage raids, I can safely say that we're not at that point again. That's a low bar, but it's something.
This new philosophy of making us heal more is fine in theory, but in practice, it ends up feeling more tedious than it needs to be. Our healing has scaled poorly since Stormblood compared to the outgoing damage. Having healed through the current extreme trials and getting them on farm, I feel as though I'm healing at similar intervals compared to older content, but it's like I have training wheels on all of a sudden, even though we're a higher level now. I actually feel weaker at level 80 than I did at level 70 as a healer.
We should feel stronger, with more to heal and better ways to do it, while feeling uniquely like an astrologian, white mage, or scholar (or chemist in the future, hint hint)
This has also led to the wide misconception that healers are supposed to struggle now because of the adjustments. I'm honestly at my limit with bad tanks who think it's normal that they take so much damage. Playing ping pong with a squishy tank's health pool is not my idea of fun, especially when they feel entitled to their mediocrity because of the new healer design philosophy.
After leveling a tank myself (dark knight), I'm even more annoyed, because even when I pull wall to wall in dungeons, I can find ways to cycle my cooldowns and not take much damage at all, on top of doing incredible DPS. I have way more fun as a tank, because it's so satisfying to mitigate damage with minimal healing, and put out good DPS, all while managing the skills I have at my disposal. If I am taking too much damage, it's my own fault for not doing something correctly, and so I'm quickly able to correct it -- it's not the game, or the math punishing me for no apparent reason.
I love astrologian to death, but I don't love the reality of being a healer in FFXIV.
Until something changes for the better, I'm switching my main to dark knight. And even then, I probably won't go back, because I have little faith that the devs won't botch the healers again down the line. This new healer philosophy is too misguided.
If the current encounters make us heal more, then our healing should be more powerful to compensate. As of right now, only white mage fits well with the 5.0 philosophy, despite feeling overtuned compared to astrologian and scholar. White mage should and ought to be the power healer as part of its class identity. Astrologian and scholar can be successful while being their own thing, within their respective class identities: right now, they are trying to be budget "pure healer" white mages, and it's not working.
I will speak more on astrologian and white mage. I'm purposely not touching scholar that much because of the negative changes, and I'll explain why.
Astrologian
I got to level 80 with my astrologian first. Outside of dungeons with Trusts (which was slow as hell: usually 40+ minutes with Gravity spam), it was decent at best and infuriating at worst. Decent, because I like the idea of quickly throwing out buffs while weaving the cards in between DPS spells. It's fun. But the infuriating part is that the buffs themselves don't matter that much for the amount of effort it takes to weave, and DPS, and use the myriad of tools we have just to keep the party alive. Our healing and personal DPS don't even compensate for the weak buffs, which makes no sense at all.
+ Beautiful effects and animations, as always
+ Fun execution of quick, on-the-spot decision making and buffing
+ Neutral Sect is great for its healing power, with an acceptable cooldown
+ Separating Draw and Play helped to give us more cards to use
+ Two charges of Essential Dignity!
+ Celestial Intersection wonderfully fills a gap in our healing toolkit
+ Minor Arcana and Divination at level 50 makes synced content more enjoyable
+ Gravity at level 45 is amazing for the same reason
~ MP management is tolerable, but only if we use Lucid Dreaming on cooldown at all times
~ Collective Unconscious is "fine" compared to the below issues:
- Divination needs a shorter cooldown, or it needs to have its cooldown swapped with Sleeve Draw -- these two abilities don't synergize well at all outside of our opener, when they should have a more symbiotic relationship
- Celestial Opposition's low healing could be better compensated with a shorter cooldown, or higher potency
- Nocturnal Sect is still subpar, even with a white mage partner as it's designed for -- this is really only for when you're with another astrologian and they put up Diurnal Sect faster than you did
- Horoscope is too weak for what it offers compared to Earthly Star, both of which have the same cooldown (60s)
- Our cards are too weak for how much effort it takes to weave and keep throwing out buffs
- Our personal DPS is too low, and does not make up for how weak the cards are
- Our healing is too low as well; lower healing should either accommodate high buffing/DPS potential, which we don't have -- the removal of Largesse is particularly troubling here, because we're not always playing content at level 80 with Neutral Sect (mass pulls in level 71-77 dungeons, for example)
- For as lovely as all of our tools are, it's ridiculous that we have to use so many just to keep people alive, making everything feel like busywork
- Removal of time mage elements -- Time Dilation, and Celestial Opposition's effect durations and stun -- takes away too much from our class identity, and a large part of what personally drew me to the job in the first place
Divination may have a long cooldown to give room for RNG not blessing us with three different seals within the current 180s window. But seriously, with three charges of Redraw, it is extremely rare that I don't get three different seals within three minutes. And if I don't have the three seals within three minutes, I'm going to get impatient and not care by that point. Really, most of the time I'm sitting on the three seals while waiting for Divination to come off cooldown, while I can only use Sleeve Draw for Lady or Lord cards that won't make much of a difference anyway. This feels counter-intutive.
Giving us back our time mage tools is one fix that could address some of these problems. If we could extend Divination for buffing, or even Neutral Sect for more healing throughput when necessary, that would help bridge the current gap, and give us our class identity back. I also really, really miss that stun effect for mass pulls in dungeons. Ultimately, let player skill determine how powerful our abilities are. This will help the job feel more rewarding overall.
As of right now, astrologian is too much work without much payoff. Either increase the payoff, or lessen the busywork needed without cutting away our tools (see scholar). I would like to be able to choose my tools wisely when needed, and not feel pressured into using all of them within a short period of time, all the time.
White Mage
This job is off on another planet compared to the other healers. It's clear that the devs prioritized WHM as the gold standard for their vision for healing in 5.0. Playing WHM, I feel strong and damn-near invincible as a healer -- but only because the other two jobs are so weak in comparison.
+ Crazy DPS
+ The Afflatus skills feel (mostly) rewarding, and I appreciate the callbacks to FFXI
+ Improved Lily mechanics compared to 4.0
+ Powerful healing, with or without Temperance
+ MP management isn't even a thing, especially with Thin Air at level 58 now
~ The GCD on the Afflatus abilities takes some getting used to
~ I could get by just fine without Plenary Indulgence in its current state
- Aero III removed. Why couldn't this have been upgraded to Diaga (AoE Dia) instead?
- Afflatus Misery damage is locked behind healing that may or may not be needed, depending on player skill, forcing overheal
- Just delete Fluid Aura at this point
- Holy spam not as strong as before -- yet this wouldn't be so bad if we had Aero III back as Diaga to fit with the new light-themed spells
- Hardly any party utility outside of Temperance
Aside from the few cons, White Mage is in a great spot. Keep it here, and bring the other two healers up alongside it in the name of balance. However, white mage could really do with just a little bit more utility without stepping on astrologian's toes, while keeping the other two healers within the pure healer philosophy.
Scholar
I have less to say about scholar in terms of pros and cons, but more to reiterate about class identity, balancing, and helping to reward the player.
The main stinging point is the absolute gutting of our DPS kit. Couldn't we have at least kept Bane? At least that? There was no need to strip scholar down to a barebones kit to "balance" its DPS with astrologian and white mage. Art of War spam during dungeons is not fun, especially when it costs more MP than Holy and Gravity, without enough of a potency boost to make up for it. The DoT management was part of our class identity going back to arcanist. We simply need this back, because it's unreasonable to expect players to suddenly be okay with fewer tools at our disposal.
The new healing abilities are incredible because they are very scholar -- Seraph and Recitation fit well, but the Sacred Soil trait would work better if we learned it much earlier than level 78.
Aetherflow feels strange -- like with Afflatus Misery, why do we need to overheal, depending on player skill, just to use our charges? Why don't we have Energy Drain anymore for DPS and for even a bit of MP management, and more importantly as an Aetherflow spender? Why is Aetherflow unusable outside of combat?
Making Eos and Selene the same would have been an easier pill to swallow if we hadn't lost so many other things in the process.
These changes pick away a lot, because they take away from our feeling of strategizing, of micromanaging (without feeling like busywork), and a general sense of preparedness.
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If we must all be pure healers, then give us ways to be that while still integrating our toolkit within our class identity. This keeps the healers from feeling too homogenized, and helps to maintain balance between the three jobs. There will always be some homogenization between healers, but maintaining class identity can help to cast an illusion over the sameness.
The devs proved that they can pull this off well enough with tanks. In fact, the current design philosophy for tanks is much more successful because the devs adapted (adjusted) to how we play tanks. The same idea needs to come over to healers. Balance the healer jobs around how we play healers, instead of yanking us somewhere that feels weak and oppressive in comparison. At the same time, there is no need to change too much: we don't need to be green DPS in the same way that tanks are now blue DPS.
Mathematically, a skilled AST should be able to buff the party to make up for their personal DPS not reaching WHM or SCH levels, while holding their own in healing situations, not necessarily as a power healer, but as a job that does not feel weak.
A skilled SCH should be able to strategize their shielding accordingly, spend Aetherflow charges wisely without forced overheal, manage their fairy, plan for optimal Chain Strategem usage, all while maintaining their DoTs for middle-ground DPS in between AST and WHM.
A skilled WHM should be able to power heal and DPS, while offering a little bit more additional utility to make them as attractive as the other two healers.
All three healers can have powerful healing kits -- as long as the math respects our growth as players, and as long as the rest of our kit feels unique to each job. The devs can do this by adding to our toolkits: adding more of what works (Afflatus abilities), and only taking away what doesn't work (things like Fluid Aura). Otherwise, there is no balance, only a philosophy from the devs that we should play their way or not at all. Those near-constant adventurer-in-need bonuses for healers don't even matter to me when tanking is so much more satisfying, personal, intense, and rewarding.