If nocturnal changed regens into mitigations that might have been something to play around with because them both sects could theoretically sync with both other healers (I’m ignoring SGE here)
Well coordinated groups with a SCH could benefit from over mitigation but low throughput, less coordinated groups could rely on SCH’s mitigation and put AST on healing, similarly well coordinated WHM groups could benefit from offloading pure healing to the AST to save on lily useage when they were still a loss given mitigation wasn’t so strict in ShB that AST/WHM was unviable, and less coordinated groups could sub out SCH’s mitigation for noct AST mitigation
Would certainly be more interesting than actual noct AST which always suffered from low throughput as a 1000 potency regen is less cracked than a 1000 potency shield but since shields weren’t necessary anyway you were literally just sacrificing throughput for no benefit
The last time I recall barriers being useful was all the way back in O9s because for the earthquake section, if you didn't take any damage, the healers didn't have to heal themselves or the tanks in order to deal with a debuff that you had to heal or you would have died. It made sch adlo really strong in that fight and with all the healing multipliers you had back, you could just outright cheese it.
What exactly is this thread about? There's plenty of casual content and there's plenty of high-end content. AND there's plenty of content in between!
This thread was originally about how when people asked for more complexity to be introduced into healers yoshi p dismissed those concerns by basically telling us “go play ultimate” as a way to give us said complexity
However over time it’s morphed into the general healer megathread as the big 10 or so posters on the healer forums (Ty, aravell, Maltothoris, Reiner, me forsaken, sebazzy, nizzi and a few others) have collectively got sick of making new threads every 2 or three days so now we basically just use this as a catch all
The fact that the healer downtime is the exact same from lvl 4 to lvl 90.
A 30 second dot, and a single filler spell cast on repeat.
That is neither engaging nor fun.
In no other job or role is that acceptable but for some reason it is to healers.
Last edited by Deceptus; 04-29-2024 at 03:19 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]
A thread like this is difficult to keep up with because there are so many comments, so I'll try to explain it as best as I can. The purpose of this thread is to criticize the developers with their decisions on the Healer role in general. This is because:
Playing Healers in it's Current State is NOT Engaging, Rewarding, or Fun!!
This is not an Opinion, but a FACT!!!
Healing in previous expansions were a lot better than what it is now and it's Yoshi-P and the developers' fault that the Role is in such a poor state. The problems with the Healer role vary as people have various opinions on this matter. But here is a brief list of complaints that players have said about the Healer role.
- Damage Output in most content is TOO LOW for Healers to use their entire kit, with the exception of mob pulls, some Extreme Trails, some Savage Raids and Ultimate Raids.
- Healers are BLOATED with Healing abilities that they do not need or use.
- GCD Healing (i.e Cure II, Benefic, and so forth) is discouraged in favor of overpowered oGCD abilites. Even WHM, a Job that technically is a GCD healer, is guilty of this to some extent.
- This plays into one of the previous issues, but Tank Sustain is too high right now. With the Exception of DRK, tanks can survive normal content with no Healers!!
- Healers get the short end of the stick when it comes to rewards. If I recall, healers are last in line to receive Savage gear. And most of their armor is just hand me down robes from the Caster DPS, but colored differently.
- Bad levelling experience. From Level 1 to 90, you only get a total of 3-5 DPS abilities for each healer. The Healing abilities you receive aren't used much in solo content. This makes doing stuff like MSQ and Fates a PAIN to do.
- All this accumulates to boring downtime. Because of all the issues listed above, healer gameplay is simply pressing one button plus the occasional DoT ability and oGCD Heals. Gameplay is very stale and can get boring fast!!
Edit: Another thing I'd like to add is that overhealing isn't punished. In previous expansions, healers who overhealed build aggro overtime, which caused mobs / trash pulls to turn away from the tank and attack the healers occasionally. I'd like this to come back in DT as the mechanic taught healers not to overheal in fights.
There may be more than the list I provided, but I hope you understand why most of us are not happy with the current iteration of the Role and why we continue to criticize Yoshi-P and the Devs for the poor iteration of Healers in Endwalker.
Last edited by currentlemon; 04-29-2024 at 09:03 AM.
Oof, glad I missed when that was a thing, would have made my attempt at trying to play healer even worse.
Edit: Another thing I'd like to add is that overhealing isn't punished. In previous expansions, healers who overhealed build aggro overtime, which caused mobs / trash pulls to turn away from the tank and attack the healers occasionally. I'd like this to come back in DT as the mechanic taught healers not to overheal in fights.
The thread is about the lack of things to do during downtime for healers. Bosses don't do enough damage, everything is too scripted with not enough variance in damage and as a result we spend most of the time dpsing. However, our damage kits are lacking in that regard, being only 1 filler and 1 dot. Yoshi-p tried to to dismiss it and said if you want engaging content as a healer, go play Ultimate. Ultimates themselves are more mitigation based than having really any strict healing checks.
Basically we just want something to do in our downtime, be it sightly more engaging damage kits or more random and higher damage to nessciate the healing.
It's not just for healers tbh. You can apply the same logic to every job that gets boring to play under certain thresholds of encounter challenge, which is objectively a problem, because they sell us jobs with job trailers, know that everybody is waiting for the media tour hype, that jobs literally define their game, yet they dropped the ball with job gameplay and tell us to go play ultimate if we are bored by lukewarm job designs. It's literally telling us to change the content we play when we're not complaining about the content, but about our toys.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.