...I already find healing trivial as is outside of the times when I DON'T have my full kit.
PLEASE don't make it worse!
...I already find healing trivial as is outside of the times when I DON'T have my full kit.
PLEASE don't make it worse!
I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.
#FFXIVHEALERSTRIKE
I would at least like melee to get their AOEs far sooner and NIN to get Armor Crush at a low level so NIN isn't miserable to play at a lower level. NIN should at least have AC by level 50 instead of 54.
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 personally enjoy having less buttons to manage at lower level. I miss just 1 2 3ing enemies sometimes!
Theres no reason that FFXIV cant do something what other MMOs allready did years ago. Everyone hear talks like this is something super difficult when in reality you only need to scale the %numbers for dmg calculation and gear level. Just for example if a tank can already successful use an aoe with lvl 10 or 15 in dungeons with a potency off 100 or 110 there is absolutly no reasy why that shouldnt work for other classes as well and no he dosnt one shoot npcs with his aoe at this lvl.
This doesn't work for the healing role completely and fully highlights how bad the kit is.Theres no reason that FFXIV cant do something what other MMOs allready did years ago. Everyone hear talks like this is something super difficult when in reality you only need to scale the %numbers for dmg calculation and gear level. Just for example if a tank can already successful use an aoe with lvl 10 or 15 in dungeons with a potency off 100 or 110 there is absolutly no reasy why that shouldnt work for other classes as well and no he dosnt one shoot npcs with his aoe at this lvl.
OVER HALF OF OUR KIT IS HEALING.
There is going to be nothing fun about placing Exaltation and two Celestial Intersections on my tank in Satasha spamming Gravity 2 (or 1) from start to finish. I ALREADY barely hit Essential Diginity in most pulls.
The ONLY fun part about this would be that the tank and I can give the finger to the entire first room of Aurum Vale and the boss at once.
And that's ignoring how stupid Divination would be.
I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.
#FFXIVHEALERSTRIKE
i think you extragate here a bit, other heal skills work at low lvl to so why shouldnt your work aswell. If a healskill has usualy a potency of lets say 300 than lower it to 200 or 150 in low level content. It should be possible to input some kind of checks into the game code, like is the dungeon above 50? change nothing is it below use value xxx. All you have to do is just adjust the numbers and dungeon still stay the same like they are now, except that you can use all your skills.This doesn't work for the healing role completely and fully highlights how bad the kit is.
OVER HALF OF OUR KIT IS HEALING.
There is going to be nothing fun about placing Exaltation and two Celestial Intersections on my tank in Satasha spamming Gravity 2 (or 1) from start to finish. I ALREADY barely hit Essential Diginity in most pulls.
The ONLY fun part about this would be that the tank and I can give the finger to the entire first room of Aurum Vale and the boss at once.
And that's ignoring how stupid Divination would be.
The point is HOW MANY TOOLS I HAVE and not their potency. You can reduce the potency of my heals all you want. I'm still not going to USE THEM ALL.i think you extragate here a bit, other heal skills work at low lvl to so why shouldnt your work aswell. If a healskill has usualy a potency of lets say 300 than lower it to 200 or 150 in low level content. It should be possible to input some kind of checks into the game code, like is the dungeon above 50? change nothing is it below use value xxx. All you have to do is just adjust the numbers and dungeon still stay the same like they are now, except that you can use all your skills.
I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.
#FFXIVHEALERSTRIKE
Healing potency doesn't scale well when you consider how much it heals for. In Sastasha, my 450 cure heals for about 220 HP of my 404 HP, that is more than half, yet, at i571, it heals for about 9000 HP at 500 potency, but what is my HP? 43390, so I'm healing about 20% of my max HP.i think you extragate here a bit, other heal skills work at low lvl to so why shouldnt your work aswell. If a healskill has usualy a potency of lets say 300 than lower it to 200 or 150 in low level content. It should be possible to input some kind of checks into the game code, like is the dungeon above 50? change nothing is it below use value xxx. All you have to do is just adjust the numbers and dungeon still stay the same like they are now, except that you can use all your skills.
So, you have 2 choices, keep everything the same healing potency and do massive overhealing, or, massively reduce your healing capabilities when you sync down, that 50% heal from cure? Closer to 20% now, effectively making your basic cure spell weaker than a sprout, is that fair? Sure, you have all the tools, but you have to work so much harder.
All this and we still haven't taken the tank into account. If you have a synced tank, you should be fine, you both have kits scaled for the dungeon, so all is good, but what if your tank is new? They aren't going to have all the tools that you are used to, Holy Sheltron? Nope, haven't even got Sheltron yet, Requiescat healing? nope, Bloodwhetting? Nope. etc. The life of the healer is going to be much harder just because you happened to have a new tank. Make it bad enough and the tank could be kicked or you might think, i can't be bothered with this and leave, you help noone.
As for tanks, max level tanks are absolute beasts when compared to their low level. Massive amounts of mitigation, massive amounts of healing, and AoE damage potential that just gets better as you level. I have already shown how PLD's potency per GCD increases by about 3-4x during the levelling process. Make tanks too strong and suddenly, you will not need a healer, make them too weak and suddenly the new healer struggles as they do not have the kit a max level healer has.
Despite what most think, there is way too much to think about and balance, it is not just 'adjust potencies here and there or change damage by X%' it is also about the tools jobs get at higher levels. It is not feasible to balance it all, especially if you want to keep regular updates to the game.
To add on to this to my my above post more clear, you can make my heals the equivilent of Benefic 1 and Helios in Satasha. Benefic 1 heals Satasha by itself and doesn't get outclassed until Brayflox and I get Benefic 2. You can raise all my heals to Benefic 2's spot as well because it too can be used solely to heal most content. That means I have about 4 AOE healing abilities and 4 single target abilities on the oGCD that I only need to press ONCE and be fine in most content. And BORED in most content.
My problem is either the healing would be overtuned and I'd be even more bored in lower content than I am now or it would be undertuned just enough so that 2 abilities would need to heal for the potency of 1 in its current state and make healing a chore for a whole different reason.
If you want to equalize the leveling abilities so it feels like we have less gaps in skills between 1-50 fine. But NO. I do NOT want my healing kit at 90 in sub 80 content.
I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.
#FFXIVHEALERSTRIKE
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