That kind of Tank should be on your blacklistAbyssos healer shortage was never the actual healers fault, it was always a problem that the DPS and the tanks refused to help mitigate anything then blamed the healers when the DOT’s ate people alive
The amount of times in PF I would break my own mitigation plan to apply sacred soil and either illumination or expedient to a tankbuster the tank was supposed to be mitigating alone because they weren’t using mitigation only to have them die then yell at me for not spamming adlo on them was way too much
Exactly the same as DPS who wouldn’t press addle or feint then go “why didn’t you just cast succor”
Mitigation being a team wide effort where failure exclusively punishes the healer has always been an annoying system, sure it’s the healers job to heal but it’s not fun pressing succor 5 times in a row simply because the SAM decided feint wasn’t important because they drifted their tsubame
Say it louder for the people in the back. Because I was talking to plenty of people who were blaming SE for pushing Abyssos healing checks too far. And that the healer shortage is a perfect reason why healer jobs must remain braindead simple to play.
When the true reason was that healers agency over party HP management was wrangled away from them while keeping all the blame.
Healers suffer from 4 major problems.
1. Over-streamlined DPS kits
2. Bloated healing kits
3. There's hardly any damage TO heal.
4. Bloodwhetting
The over streamlined damage kit makes playing the role feel miserable. You spend 80% of a fight or more DPSing, and your DPS kit has been condensed into a single button and a dot. Maybe an extra oGCD you can weave in every minute or so for extra potency but the gain is so small it hardly matters. It's easy to zone out when playing healer because there's no gameplay to be had.
The healing kits are bloated with more ways to heal than you'll ever need. Most healers don't even bother using their single target regen against bosses. Imagine having Aurora on a 2.5s CD and never pressing it. And why don't they you might ask?
Because the damage bosses do is a joke. Outside of scripted tankbusters or raidwides that you will plan your oGCD's for bosses deal so little damage a DPS could easily tank through the boss's autos. Boss auto attack damage is so low, a tank can completely negate it with a regen and their 123 healing. This results in healers having nothing to heal for most of a fight. And what do healers do when they have nothing to heal? They mash their 1 key until the boss dies or they fall asleep.
4 things need to happen.
1. Healers need more complex DPS kits. Not BLM complex, but something on RDM's or even SMN's level (without the insta casts) would be sufficient.
2. Healing kits can be stripped down a bit. We don't need 20 different ways to heal. I'd rather have fewer heals that interact meaningfully with the rest of my kit. Maybe even some healing procs that reward me with more DPS. For example, "Each tick of regen has a chance to reset the cooldown of Assize. Reduced chance for Medica II"
3. Bosses need to hurt enough that a simple tank regen isn't enough to negate their damage completely. You cannot balance tanks or supports around such comically low levels of damage.
4. Wall to wall pulls are one of the few things that deal enough consistent damage to make a healer pay attention. Bloodwhetting turns them into a joke. Maybe put cap on it like "Cannot restore more than X% of your maximum health in a single swing."
Last edited by Grizzlpaw; 03-01-2024 at 08:58 AM. Reason: Im bad at counting
Bloodwhetting just needs to be changed from 'weaponskill delivered' to 'weaponskill used.' That way, it's still okay on single target, but no longer broken in dungeons/aoe.
Or make Restores HP with each weaponskill successfully delivered sentence... literal. One weaponskill landed - one heal. Not 20 instances of heal per mob each, only one.
Add Cure potency increase when weaponskill hits multiple enemies to compensate a bit.
There. Nothing changed for single target, aka raids. Both Whetting and Nascent are nice sustain and mitigation tools, but not a hilarious "God mode every 25 seconds" button.
It says delivered. You’d need it changed to cast or whatever. And there’s no reason to faff on with the potencies when it can just be reverted to how it was in shadowbringers.
Or, and they have the tech to do this, reduce its heal potency to like 100 when hitting multiple enemies.
Then you suddenly have deleted their short auxiliary cooldown in raid setting, essentially.
The only way I can see them fixing Bloodwhetting are through one of the following changes:In case people who didn't know how old Nascent Flash works: the absorption rate was relative to WAR's damage dealt. It still proc by the amount of targets you hit in AoE, HOWEVER, you cannot Benediction yourself with just any AoE weaponskills every GCD. Using Overpower combo within old Nascent Flash would've at best heal yourself like a wet noodle. You HAVE to use it under Chaotic Cyclone (this usually heals to full) or at least auto crit'd Infuriate-Decimate (this heals a good amount but not to the point of Benediction-degree) to get a desirable worth out of a cast.
- One: Bloodwhetting now procs at # of weaponskill initiated. This is probably the most commonly requested change. It will now top at 2,000 tank's effective cure potency every 25s with small -10% mit.
- Two: Same as first one but increase the self shield's potency if people think that's too much of a nerf.
- Three: Roll back both Raw Intuition and Nascent Flash to its ShB iterations, let their duration raised to 8s by lv82, then have Bloodwhetting becomes a new empty space for SOMETHING ELSE. This is the change that I would personally like to see because their sustain back in ShB was 'perfect'. They don't need anything more ridiculous like today's Bloodwhetting, regen on Shake it Off & Equilibrium.
Nascent Flash and Raw Intuition also shares a cooldown. So you were presented a choice to heal yourself/your partner with NO mits on yourself, or you get to use the latter that is a strong mit% to yourself at 25s cooldown.
It would still have the same heal potency on single target, but as soon as you start hitting more than one target, the reduction kicks in. It's cleave potential would only become better than single target on 5 or more enemies.
Last edited by mallleable; 03-01-2024 at 02:25 PM.
This. Not only is it a nerf to WAR's healing on average but because it rewards good play. It makes you actually think about when it's more effective to use Nascent and when you should just go with Raw Intuition.[*]Three: Roll back both Raw Intuition and Nascent Flash to its ShB iterations, let their duration raised to 8s by lv82, then have Bloodwhetting becomes a new empty space for SOMETHING ELSE. This is the change that I would personally like to see because their sustain back in ShB was 'perfect'. They don't need anything more ridiculous like today's Bloodwhetting, regen on Shake it Off & Equilibrium.[/LIST]
In case people who didn't know how old Nascent Flash works: the absorption rate was relative to WAR's damage dealt. It still proc by the amount of targets you hit in AoE, HOWEVER, you cannot Benediction yourself with just any AoE weaponskills every GCD. Using Overpower combo within old Nascent Flash would've at best heal yourself like a wet noodle. You HAVE to use it under Chaotic Cyclone (this usually heals to full) or at least auto crit'd Infuriate-Decimate (this heals a good amount but not to the point of Benediction-degree) to get a desirable worth out of a cast.
Nascent Flash and Raw Intuition also shares a cooldown. So you were presented a choice to heal yourself/your partner with NO mits on yourself, or you get to use the latter that is a strong mit% to yourself at 25s cooldown.
Granted in Shadowbringers the answer was almost always Nascent Flash but that's because bosses hit like a wet noodle and you could easily survive busters with just Vengeance.
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