Healing is something I do just to get tomes faster in expert queues these days. Otherwise I'm probably dps or tank with friends.



Healing is something I do just to get tomes faster in expert queues these days. Otherwise I'm probably dps or tank with friends.
The one thing I think could be better about the phrasing of the question is that as it stands, they could just brush it aside with a "tier I content has always been easier, things will get harder in tier II and it will require a bit more healing" just like they did in ShB where the required healing increase they made was still not enough.This is how I'd clean it up. Lets crowd source this thing so we can get the best question we can get:
Healers are feeling increasingly irrelevant and boring due to the lack of damage to heal and lack of damage options to use, and this has gotten worse in Endwalker.
Incoming damage does not match the strength of healing power output and the lack of anything to do except press glare/broil/malefic/dosis makes them very boring to play.
Question: Are there any plans to increase the amount of healing required in all content?
- Asphodelos First Circle (Normal) have been solo cleared by Warrior, Paladin and Gunbreaker
- Aspholedelos First Circle (Savage) has also been cleared with a team of 8 warriors, without a healer
- Both current Extreme trials have been cleared without healers.
- Dungeons are increasingly being farmed for tomestones or loot by 1 tank and 3 dps.
- Eden's Gate Sepulture (Savage) was cleared without healers when it was current content.
- Delubrum Reginae was beaten solo, without a healer
- The Ultimate Coil of Bahamut was cleared with 8 tanks and no healers. The hardest content in the game was completed without healers.
Notes:
Fixed the first sentence
Removed the damage question from the second. This was answered in the pre-endwalker live letter. They are committed to a simplified healing model, they have refused to go back to the ARR / Heavensward model
General cleanup.
The entire question is built around the idea that "more healing" is a potential solution but it really isn't for the style of game ff14 is. There is more healing in ultimate for example and many many many players can't meet those requirements. Yet the amount of healing in ultimate is still not enough to make things any less boring for healers.
If you wanted more healing requirements to the point where healing is no longer boring, you'd have to lockout 90% of the player base from taking the role into savage. It's kinda dead on arrival.
The worst part is that even if they do listen and make things really hard, then the flood of people complaining about difficulty will just set them even further in their ways.
What we need is an increase in skill ceiling. That might be partially covered by a healing increase but it needs way more than just that.
Something like "Healers are feeling increasingly irrelevant and boring due to the very low skill ceiling on the role. Healing requirements are low, and gameplay during downtime is boring one-button rotations." would drive the conversation in a better direction imo.
Last edited by EaMett; 02-02-2022 at 12:39 AM.


The problem is twofold: Encounter and class designs are increasingly making the healer role feel more irrelevant (demonstrable by the amount of end game content that can be done without healers), and that healer class design is so incredibly basic that it is very boring to play most of them when your group is performing well (and we all can't be running Sage if we want something marginally more interesting than glarespam, because parties want diverse groups for LB). Healers shouldn't have to play sacrificial lamb as to who gets to have fun. Increasing healing requirements alone isn't necessarily going to fix either of those issues, and as said, is going to raise the skill floor (harming ubercasuals, regardless of what you think of them) rather than opening up the ceiling for people to grow.
The question needs to encapsulate both issues.
Last edited by IttyBitty; 02-02-2022 at 02:03 AM.
Game could benefit greatly from all around difficulty increase (raising both skill floor and skill ceiling). Especially for core rolls that should be important in holy trinity design.
Normal mode content should act as training for more difficult content one tier higher then it. Spending 95% of time on healer participating in content that barely requires any healing if even does at all only makes jump into content that does more jarring. How can one be prepared for something they never had chance to prepare for?
i agree with everything said here and in the question, but i honestly think its an exercise in futiliy. theyve clearly said theyve "made up their mind" about the direction theyre taking healers, and i can very clearly see them already say "yes we are increasing healing requirementsdont you worry
" and then deliver the exact opposite. i think it might be better to change the angle of the approach.
maybe adding something like "old healer mains feel alienated by this new direction of healer design"? something less about gameplay and more about how players themselves feel might actually get through their skulls. a lot of healers i know just stopped finding healing fun after shadowbringers period. emphasizing that they have four jobs in the role and they all feel like they play the same because of 1 button rotation might be a step. maybe even pointing out that dosis spam is sill 1 button and not the dps healer playstyle yoshi claimed it to be




Oddly, I've returned to healing from Shadowbringers, specifically to Sage. It's not that I'm satisfied with healing yet, but I do like the little extra damage Sage has, and I can enjoy the aesthetics of it even if I'm literally casting Dosis III 85% of the time, even while progging P4S which I was doing all weekend. (The remaining 15% is largely E. Dosis III, Phlegma III, 1-3 Toxikon IIs, and a few E. Prognosises in places).
No, it's not the most riveting gameplay, but managing my OGCDs is actually a somewhat busy task in Savage, so it's not all boring. I also want to promote the direction they're going in with Sage and try to say "Yes, do more of this!" Really, I want it to be the Gunbreaker of healers. I see no reason why it can't go harder on that aspect since it's only an option and not a required healer to play, so turn that dial up to 11.




i think that's the most positive description I've ever seen for sage. i really like that- the gunbreaker of healers. that's going to stick with me ;-0Oddly, I've returned to healing from Shadowbringers, specifically to Sage. It's not that I'm satisfied with healing yet, but I do like the little extra damage Sage has, and I can enjoy the aesthetics of it even if I'm literally casting Dosis III 85% of the time, even while progging P4S which I was doing all weekend. (The remaining 15% is largely E. Dosis III, Phlegma III, 1-3 Toxikon IIs, and a few E. Prognosises in places).
No, it's not the most riveting gameplay, but managing my OGCDs is actually a somewhat busy task in Savage, so it's not all boring. I also want to promote the direction they're going in with Sage and try to say "Yes, do more of this!" Really, I want it to be the Gunbreaker of healers. I see no reason why it can't go harder on that aspect since it's only an option and not a required healer to play, so turn that dial up to 11.




Except I wouldn't really say it is quite yet, but I want it to move more in that direction. Gimme healer continuation!

Healing in savage content is very engaging for me personally. I think it all comes down to having more offensive buttons to press.


I've officially called it quits.
I stomached ShB healer design because I believed SE was setting a foundation for the future but it seems the only foundation was one of mediocrity and I can't deal with it for another expansion.
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dont you worry 

