I believe currently this is the most pressing issue in the entire game that needs to be addressed above everything else. That is my feedback.
I believe currently this is the most pressing issue in the entire game that needs to be addressed above everything else. That is my feedback.
Last edited by Mithron; 11-03-2022 at 11:10 AM.
it may well be the most pressing issue in the entire game, zero hyperbole, if the current trend keeps up then PF will be dead due to a complete lack of healers, its already bad now but what if it gets worse because SE keeps going on this track they've been trying to bulldoze their way along
You know, it's funny how healers went through all these different suggestions to address the role's issues - from increasing enemy damage to requiring more healing uptime with DoTs. All the other suggestions inevitably ended up having flaws - accessibility issue, increasing difficulty of raising the healing skill floor, etc.
In the end it comes back to the same original feedback -- boredom from using the same attack skill once healers reach a standard level of mastery because the amount of time that isn't requiring healing far outweighs the time the healer is actively healing. Healers need something else to do for the rest of that time - and the best way to address that is by adding the DPS skills that were taken away from them back into their toolkit. And this is the most reasonable suggestion because DPS skills is the lowest priority for a healer to maintain to ensure everyone survives. At the same time, it can become something that is just as involved as any other role the more familiar is with their job.
If SE is really worried that healers getting a DPS rotation is going to destroy high-end content by making it too difficult to beat enrage, they can just make the duration to reach enrage slightly longer than it is currently. It's not as if normal content really has enrage in the first place, and gear ilvl increases regardless, making it unnecessary to play flawlessly. After all, the difficulty of these fights will never be the same as they were after a couple of weeks, from both a healing standpoint and damage output standpoint for all party members. If casual players and high-end players can feel the boredom of not having much to do, perhaps it's time to redesign healer DPS skills as well.
I've made a thread with healer rework ideas, and in it a WHM idea. In that WHM idea I put extra effort (because I am WHM main, supposedly), so I assigned potencies, cooldowns and everything. By the end of it, I found that playing current GlareMage, that is, just refreshing the DOT when it falls off and then smashing Glare while it's up, would be a mere 60 potency behind what I calculated my 'new and improved rotation' to do, per minute. Not per GCD or anything, per minute. Over a 10 minute fight, that's 2 Glares. People doing 60ppm less because they don't want to press an extra button in their kit is not going to cause anyone to hit enrage, and if it does, Crit Variance (tm) probably played a much bigger hand in the problem. Casual players who don't want the horrible gamebreaking nightmare of 'a GCD that has a 15 second CD' added to their kit could ignore it, and just press Glare as they do now (or don't, as EX roulette occasionally reveals), and they'd still do like 99% of the damage potential of the 'more optimal rotation'.
Okay, so why would the 'optimal players' want to do the extra busywork of the 'optimal rotation'? Well, for one, because it's optimal. 'Because it do more damage' has been the reason behind a great many things we did over the years, including such weird stuff as 'Single Target Doton is a gain in Stormblood when using TCJ'. Secondly, while the 'damage' might be less than impressive, the side effect that extra GCD has of allowing faster access to a new, damage-neutral AOE heal, means you'd spend even less time wasting GCDs on Medica's and more on throwing natural disasters at the enemy. Casual players might even be incentivized to press their damage skills when they find out they can be an avatar of nature's wrath by doing so, who knows.
But yeh, it doesn't have to be designed so that 'spam glare' does trash damage under a new system. But what I will say while I'm here, is that there's been a non-zero number of times where I've zoned out and forgotten to heal and caused a wipe, entirely because 'Glare Glare Glare Glare Glare' is so repetitive, so uninspiring, and so... it blurs together so much, I lose track of where in the fight timeline I am, and so the damage catches me off guard. Not often enough to be a major issue, but it shouldn't happen. Rather than 'giving more time for the healer player to focus on healing', it's throwing off my internal timer and making me WORSE at healing! I doubt I'm the only one who has had this happen, maybe some people don't realize that's the reason they lost focus and let a wipe happen, but that doesn't mean it wasn't the reason all along, it probably just got brushed off with 'idk what happened lets go again'.
Last edited by ForsakenRoe; 11-04-2022 at 06:31 PM.
You know what I find hilarious about healers stuff about DPS? Literally not even 2 days ago I saw a thread on the WoW forums of healers complaining about how they have to dps and they just want to heal.
Granted I understand the complaints here, but I just found the whole thing pretty damn hilarious and I know for a fact if they ever give healers some kind of dps rotation the people who like pure healing are going to lose their minds. There's no winning for the devs on healers imo, at least not outside of JP (their healer community is plenty healthy.)
The idea of 'healer do damage' really got pushed super hard with M+ coming into the game there, a timer means that any source of damage is important. In raids, you could argue it's not as heavily pushed, as there's a lot more healing to be done there, I'm sure in mythic raids (idk I've never done one) there's probably almost zero time to DPS as a healer, unless you're one of the 'I heal by DPSing' healers. The real issue in that game I think is how it feels to 'heal only' as a class that's designed around doing damage to assist in it's healing. Holy Paladin gets HolyPower by using it's melee attacks, but you could get it from using Flash of Light or Holy Light on your Beacon. So your gameplay is... Holy Light spam on the tank for HolyPower, then Light of Dawn to AOE people...? Two buttons, basically, one to generate AOE heal resource, one to spend it. I ask myself 'why would someone want to play like that' and all I can come up with is 'they want to be told they're good at healing, but without putting in the effort to learn how to play their class properly'. It really doesn't make sense to me with any other explanation.
Also, I wonder, same as how I wonder for those kind of players in this game, if they 'just want to heal', should tanks lose their damage? Should Thunderclap and Keg Smash and such all have flat 'generates X threat' effects? The tanks play tank to mitigate, not do damage right? Same here, we don't need Fell Cleave or Primal Rend doing these big crits, that's a DPS's job. We should make FellCleave just generate threat and not do damage.
I specifically play and love FF14 because everybody, including healers, is expected to contribute to DPS in significant ways. Very few people want to be heal slaves, they are a loud minority. I do not miss heal slaves in any game. Almost everyone wants to hit enemies, one way or another.
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