Give me some reason to use GCD heals or give me something else to manage in my dps rotation as a healer.




It's up to your party to give you a reason to use them. Your GCD heals are there to still give you a healing resource should you exhaust your oGCD heals on the derpy. It also shouldn't have to be said that some healers require for them to use their GCD heals to build a resource (Toxicon, Misery), or execute one of their mechanics (Spreadlo, Horoscope). Please stop playing this trite game of pretending these situations don't exist.
Also, you don't have a DPS rotation as a healer. You have somewhat of an opener (particularly on AST). Every healer has at least five offensive skills, and you should be using them. You have a filler spell, and the rest are situational. These situations are, but not limited to: you're on the move, you use it on CD, timer needs to be refreshed, resource dump. This requires management.
Yup let us defend the anemic healer gameplay, and ignore at the core that for the most part we spend most our time spamming 1 DPS skill because anything more would be far too complex. You are right now calling our spam our dps skill a rotation was far too generous and wrong on my part. A guild mate also told me something similar, play with bad players if you want to use more gcds on heals. Idk call me crazy just does not sound like fun, I personally rather have meaningful healer gameplay or at the very least a more complex dps kit as a healer. Sure week one clears are fun to heal and ultimate prog was a blast to heal through. I get the nature of scripted fights lead to a mapping out of gameplay and if that is how it needs to be then would be nice if they just gave healers a more complex dps kit so we have something else to optimize and strive for while also keeping the party alive.




See? This is what you guys do in order to try an establish an argument. You spin things around, and warp reality in a away that makes healing sound far worse than what it actually is. I did not ignore that there are situations where you are spamming your filler spell, and I specifically said that healers don't have a DPS rotation. I really hate repeating myself, and if this is the angle you are going to use then this conversation is already over.
This is also false. Players are humans, and humans make mistakes. This does not make them bad players. However healers who immediately deem other players as bad players because they have to toss them a GCD heal not only blatantly shows their toxicity and intolerance, but it also shows their inability to compromise. You might want to take this into consideration when it comes to having "meaningful healer gameplay"A guild mate also told me something similar, play with bad players if you want to use more gcds on heals. Idk call me crazy just does not sound like fun, I personally rather have meaningful healer gameplay or at the very least a more complex dps kit as a healer.
If you're doing Savage and Ultimate prog, you really need to realize something: not everyone participates in this content, and most players are nowhere near as good at the game as you are.Sure week one clears are fun to heal and ultimate prog was a blast to heal through. I get the nature of scripted fights lead to a mapping out of gameplay and if that is how it needs to be then would be nice if they just gave healers a more complex dps kit so we have something else to optimize and strive for while also keeping the party alive.
Does this make sense to you? Do you understand that the game does not revolve around you, or the small subset of players who actively engage in the game's toughest content? The only way DPS rotation will come to healers is if the floor raises, not when the ceiling shatters. If you really want it, then stop complaining, get your butt into prog, and help the healers who are struggling. Despite the "OMG 1 button rotation, healing sux, reeeee!" Most of the game's healers struggle to juggle this and healing requirements when there is threat level that requires them to do it. Even I can admit that I do not take AST into difficult content because I have to drop the cards completely when things heat up, and that means I am not playing optimally by giving DMG boosts every 30s.




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Yum yum, it's SO fun. You guys just get it twisted and don't understand how fun spamming one spell hundreds and hundreds of time in an encounter is. You just don't understand the genius behind Square Enix's design. It's too 4d chess for you evil Savage raiders. How dare you ask for more to do in your downtime. Don't you know you might...offend a Sylphie? The nerve.

The only real engagement from healing comes from others making mistakes, so if you're playing with a good party, you're not going to have fun... Isn't this a fundamental issue...? Like, does any other role have to do that to feel engaged...?
Downtime rotations are not the skill floor of healers. It's keeping your party alive. The actual skill ceiling is keeping your party alive and doing damage to the boss while healing. That's why DPS only actually matters in hard content, where there's hard enrages.Does this make sense to you? Do you understand that the game does not revolve around you, or the small subset of players who actively engage in the game's toughest content? The only way DPS rotation will come to healers is if the floor raises, not when the ceiling shatters. If you really want it, then stop complaining, get your butt into prog, and help the healers who are struggling.
And those asking for DPS rotations aren't actually asking to just throw some damage buttons on top of the overbloated kits we have today. Most of the buttons added/adjusted for healers between ShB and EW only exist for making your base GCD heals obsolete. And if there is a fight where you're required to use those buttons on cooldown and your GCD heals constantly as well, then THAT's raising the skill floor. Quite the opposite from those asking for engaging downtime buttons.
And again, "stop playing with good players if you want to have fun"... Why is it only healers that get told this? It feels like I'm being punished for getting better at the game...
That's enough thread derailment from me. My dream would be the return of resource management as a core part of gameplay. Not necessarily the return since it wasn't really fleshed out before. I want MP/TP management to be a core part of every job's own gameplay, not just reliant on p.ranged to press a button every 3 minutes. I also want stance dancing to comeback to tanks for aggro management. Again, something they have to do as a core part of their gameplay instead of DPS pressing a button every 3 minutes. Maybe those old enmity combos could share a button slot with normal damage buttons and it depends on your stance which button you get.
Even in reality the healer gameplay loop is anemic outside of very niche situations. Dismissing that point you do realize you are saying things must stay this way cause the general player base simply cannot handle anything more, and it is the job of the community the raise players skill level up so they can handle a more complex kit? As per your example about the skill floor, I never understood this.
Take your AST, you find it chaotic at times and I am sure many others also find it chaotic, it is also the case many others do not. Let me ask how does the average player suffer if they raise the ceiling? They do not have to reach the peak others even come close to clear they content they desire, they can choose to ignore the aspects of play they find stressful or complicated. Those who wish to get more out of healing role legitimately have very niche situations that push them and our general optimization while fun at the core just because a game of how few GCDs can I use on healing and how many more dps GCDs I can throw out. That is the goal / core gameplay loop of healing in FFXIV.
Your stance seems for more intolerant cause you are saying instead of giving players the option by doing top down balance we should leave the players that wish for more out if the role in the dust because some players find current healing gameplay loop engaging enough.
I get the whole idea of raising the floor, but that is a developers job not the communities. To raise the floor you need to increase general difficultly for normal content. Yet if you raise the ceiling you provide room for people.to.grow if those so desire while still allowing those to wish to stay a certain level the freedom to do so. Raising the ceiling offers choice while raising the floor forces everyone to get better. Which is more intolerant, and which shows a lack of compromise?
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