

Make SCH great again! Seriously though, we just want our class to be fun and engaging again, not OP, is that too much to ask for?
You are basically implying people should intentionally make mistakes just so we have something else to do.
Damn, the standards of the community are so low that players who don't stand in AoEs, tanks that use cooldowns, DPS that knows their rotations and Healers that actually DPS are considered good.
I don't agree that the game should be balanced around player's mistakes. They should assume that players know their cooldowns, know what the specific AoE markers are, and generally not stand in Fire.
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The main reason why healers mainly dps in this game is because you can pretty much predict when damage goes out, and most of the time, there's a 30 to a minute interval in between unavoidable AoEs. (except for a few fights with actual heal checks)
Even when everything's gone wrong, you can pretty much just recover by using 3 GCDs and a few OGCDs max, and then you just go back to staring at the boss for 20 more seconds.
And even then, usually there's a very long animation when the attack comes, which translates to more time staring at the boss, or there's like a very long castbar where you either dps the boss, OR you just stand there with the AST bubble looking like an idiot.
So, what should healers do during that downtime after they used 2 Lilies to heal the party? DPS.
Honestly, if they really want to make healers heal a lot more, they should add more heal checks to a lot of content, or they should add more unpredictable sources of damage to content.
But this will result in a lot of people protesting against it. If they're protesting adding CT as required for MSQ, they're gonna not want the normal content to be more difficult.
IMO, SE should just follow up on what they did with Tanks and embrace the DPS part of healing. People already map their cooldowns for specific mechanics anyway, might as well make the time between mechanics a lot more interesting.
Last edited by Payotz; 05-14-2020 at 10:17 AM.




Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]






I'm not the person you were asking, but I'm okay with the current state of healing.
More buttons doesn't make the job more exciting to me, just more confusing. Give me a single-target spell and an AoE spell, maybe something fun I can fire off every so often (I do love Assize's animation), but don't have to think too hard about when to apply them so I can put that attention into watching the party's health instead. Even when everything seems to be going well, it can suddenly nosedive.
I wouldn't use healer for solo quest progression though. Use a DPS class for that, and level healer through roulettes instead - I'm needed more there and it's a more interesting way to level.
They didn't phrase it the best, and I don't agree with the "carried by the good people" statement, but people don't have to be intentionally making mistakes to give you something to do. They just make mistakes. It's inevitable. Therefore you have healing to do.
The amount of work varies greatly between instances - some are easy now, but others are actually still hard work depending on item synch and the state of your party.
Most likely healing isn't being tuned for endgame high-level play, but for the average player dealing with a non-expert team in dungeons.


Judging from most roulettes I run, it's rare that I get a healer who doesn't dps in some capacity. When I do, I just deal with it and move on. I'm not a great player myself so its not really fair to judge.
As for abilities, I do wish healers had more variety in what they can do, and I think it's even more frustrating that they USED to, and had them taken away. I'd gladly take back Stella in any form, I loved it's animation.
I do feel like healers will get some "love" in 6.0. However, the quality of that love is to be determined. They were very proud of their monk "rework" for 5.0 and it's barely a change, so we'll see.
So please explain the card system where they replaced bole (dmg reduction), Ewer (mp refresh) , arrow (speed up), which all helped keep group alive for minor dmg up which is you know attacking things. Let's not forget Collective's Stun, time dialiation, royal road, Lady's heal because they also were all about damage weren't they and could not ever have something to do with keeping group alive.
Sarky response aside it is this mentality which has led us to the current most disliked version of healers to date they are plagued with worse issues than not being balanced right now, the healing itself has become full on whm clones so they are as diverse as the pretty sparticles can hide, need to face facts content has never, will never be designed in such a way that healing is needed 100% of the time and neutering the downtime kit to be as simple and basic as they have done so has done far more harm than good.




You know I wouldn't even mind the 2 button DPS 'rotation' if it weren't for the fact that healing in this game is so brain dead that it can't compensate for the lack of interesting DPS rotation. The only times I feel engaged as a healer are in Savage+ content, Alliance Raids due to the sheer amount of bad players that populate them, and during long pulls in Expert dungeons (where the boss fights ironically become a bit of a 'breather' for me to relax). Of course they'll never increase the amount of healing that needs to be done because they're terrified of scaring off the casual healer players who are already struggling even with the minimal effort required, but it would definitely go a long way to making most healer mains at least passingly happy.



I'm just going to quote myself from a conversation I had with some friends, it sums up my issue with healers.
"if you described 14's healers to someone who knew nothing about 14 "Basically you deal as much damage as you can but when needed you heal but only when you really have to, you want to heal as little as possible and deal as much damage as you can" They'd likely think you're some kind of attacking support, not a primary healer."
I play a healer to heal, but in 14 I'm praised for focusing as little on that as possible.
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