
This honestly killed me, the ziggers in your post >.< I love thisA 1224225223122242 would still allow you to focus on the fight because it's not mandatory to fulfill your primary role.
Saying "please keep the 11111 because anything else would stress me out" is nothing but egoistic because not wanting to improve healer downtime options means purposely gimping the skill ceiling just so some people can feel comfortable with their easy mode and everyone that has grown out of their fluffy little baby shoes has to be bored out of their minds or hope for clown fiesta.
You can clear every DF content without ever touching a single dps button, you can clear the first floors on Savage with way below optimal healer dps contribution first week. If you need to focus more on the fights, set your priorities correctly and focus on the fight by simplifying dps for the time being and as you get more practice, you'll naturally get better and eventually use the full kit. That's how the other two roles work as well.
Every class has to deal with not being able to play their class to its fullest potential when learning fights -- except healers, better give them a skill ceiling low enough for ants to bump their heads.
This mindset is exactly the reason why an entire role has grown stale: better keep the skill floor as low as humanly possible so everyone can feel happy and comfortable smashing one button over and over.

I think there's space for WHM to bring more raw DPS to the table, maybe by having a more complex DPS rotation. If it's going to be a fairly simple job in terms of healing, a more complex DPS rotation wouldn't hurt, and ultimately allows for both beginner-friendly gameplay, as well as hyper-optimization for veteran WHM players.
The thing is, most people I've seen aren't even asking for more DPS, they're just asking for the DPS they currently have to require more than 2111111111111111111111111111... oh no my 1 key broke hang on guys gotta rebind... 23333333333333333333I think there's space for WHM to bring more raw DPS to the table, maybe by having a more complex DPS rotation. If it's going to be a fairly simple job in terms of healing, a more complex DPS rotation wouldn't hurt, and ultimately allows for both beginner-friendly gameplay, as well as hyper-optimization for veteran WHM players.

I doubt that healer DPS will be increased overall. That's why everytime I see people asking for "more buttons to press" I wonder, is that really a good idea? Would it really be more "fun" to have a three step dps combo (like all melee have) that ultimately results in the same DPS output we have now? Do you really want to do more work for the same result?




Healer DPS need not anymore increase. In fact, healers are doing a bit far too much dps. Two healers in a party can easily outdps a top SAM/MNK/RPR/BLM's dps.
Honestly if that's all they can come up with? I'd say yes. But it still won't fix all healers' issues, especially the lack of cohesiveness and interactions within their own arsenals.
Why do player think doing 1-2-3 on WAR feels better? Because it generates beast gauge which later on can be spent on Fell Cleaves.
Why do player think doing RDM's Dualcast gimmick is fun? Because it generates white/black mana which can lead to many different possibilities instead of just basing every gain from the potencies you read in their dualcasted tooltips.
Then when people start bringing them into raid scene, people can start moving big bursty damage buttons into raidbuff window because that's how they generate the most benefit from each of those resource usage.
Healers got nothing close like that. If anything, it's more and more bloated, unnecessary kits that's designed for an encounter that never existed in this game. They yearn for buttons that holds meaningful decisions. Right now, outside very few windows where scripted damage are coming out (which of course good healers will have mapped their cooldowns accordingly), the only meaningful action they can do is to just break that 1 nuke button that they spend 80% of encounter duration... and hey, it's not even what their role made for! Very inspiring design indeed.
By that logic, why does any job have a proper rotation (except healers, obviously)? It's just more buttons for the same result!I doubt that healer DPS will be increased overall. That's why everytime I see people asking for "more buttons to press" I wonder, is that really a good idea? Would it really be more "fun" to have a three step dps combo (like all melee have) that ultimately results in the same DPS output we have now? Do you really want to do more work for the same result?
Because in general, people don't want to feel bored by excessively repetitive gameplay. There is a fine line between QoL and consolidating or removing unnecessary buttons (Enochion being a good example) and oversimplifying a job's rotation to the point of repetitive and stale gameplay.
Healer dps overall doesn't need to increase, the role deals a respectable amount of damage. Some healers need a bump, WHM most of all but SGE will also need adjustment if it wants to stay competetive with the increasing power creep. But what healers do need are better downtime options that not only make the average dps rotation less stale but also gives them a proper skill ceiling and room for optimization and meaningful decisions.
On BLM when learning a fight, I'll use Triple, Xeno and Swift liberally for movement. I'm more likely to Sharp my Firedox than my Thunder for even more movement and additional AF refresh. I'll not use Transpose lines as they're generally pretty turret-y. I'll rarely, if ever, let the timer tick down to 1 before the refresh hits. I'll move sooner out of my LL rather than later to be safe with dodging.
The better I know a fight, the more I'll push Triples and Swift into raid buffs, dump all my Xenos during them and shift around my highest potency skills so they catch as many buffs as possible even if it means butt clenching hard while the timer ticks down to 1 before refresh hits, prioritize Thunder for Sharp, incorporate some Transpose lines. I'll try to snapshot that last GCD in LL even if I almost burn off my butt when dodging last second. I'll watch the boss castbar like a hawk to port back into them asap. It's a gradual process that doesn't grow stale even after many weeks of reclears and that always requires focus.
On healer, when learning a fight I'll keep my oGCDs rolling while keeping my dot up, spamming my Glaroileficosis and occasionally trade a 1 for a GCD heal to be safe. The better I know the fight and the better my party performs the less I'll trade a 1 for a GCD heal until that number becomes a 0 and that's pretty much it. SGE can dump their Phlegma under raid buffs which doesn't require any infinity stone brain moves, SCH can minimize AF heal use, strongly depends on their co heal and party mitigation though. WHM can minimize Lilies, same as with SCH minimizing AF. AST can try to catch small bursts with their cards.
It's also guaranteed to get easier with gear. Significantly.
Which heal I use for raidwides rarely makes a difference because they're so far apart that even the difference between regens and burst heals is negligible in most cases. Whether I use a Zoe Pneuma or Physis II after a raidwide almost always leads to the same result: damage healed, everyone healthy enough to survive the next raidwide.
Last edited by Rilifane; 03-31-2022 at 09:36 PM.
When it comes to WHM I've been playing around with the idea with making Lilies damage *positive*, by not only letting it build to misery, but also proc other things that help end the encounter faster.
Shouldn't change much, just that optimization will involve the WHM never capping lilies and using them to heal first over even oGCDs.
Yes.I doubt that healer DPS will be increased overall. That's why everytime I see people asking for "more buttons to press" I wonder, is that really a good idea? Would it really be more "fun" to have a three step dps combo (like all melee have) that ultimately results in the same DPS output we have now? Do you really want to do more work for the same result?
Would dps be just as fun if you turned them into 2-3 buttons. Less work for the same result!
I would actually be all in in support of damage positive Afflatus Misery. As lillies are designed now, the initial raid buff window could never fit a Misery, but I'd advocate for reducing the cooldown of lillies from 20s to 30s and maybe having some button or another give you an instant blood lily out of combat, ala Monk. There'd definitely be instances of White Mages dumping out lillies on full HP bars just because the 60s window is coming up and they gotta sync it properly, but I think that's fine. Hell, I'd say boost Solace's heal (to about 900?) and give Rapture a little regen to boost its healing too. Move Solace and Rapture to level 30, move Misery to... I'd say 52, but I know a lot of people would want it in ARR, if not at 30 exactly.



I would like heals that cost lilies to be on OGCD. Slight reduce cost of cure 3. Slightly better MP economy. And hopefully in 7.0 an end to the 1-1-1-1-1-1-1 spam.
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