



And yet we just as this expansion now have combo abilities that aren't broken by an ability. In Shb if you used your ranged attack as a tank c-c-c-c-c-combo breaker. Now? Yeah doesn't happen. Your argument no longer lines up YoshiP. What's your excuse now?YoshiP has said in the past that they don't want healers to be placed in the position of having to choose between keeping up a damage combo for the damage output or healing a party member. They want the core function of the role - healing - to be the priority at all times. Thus damage dealing in the healing role is simplified. We can interrupt damage to heal then immediately go back to damage without a loss of damage potency.
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




Honestly, this angle is overrated.
Healing people through their mistakes honestly doesn't make that big a difference in mainstream endgame content. And by the time it really does in Extremes and Savage, said mistakes are every bit as likely going to get them insta killed irrespective of how much healing you throw at them.
A truly bad healer is more likely to be dropping the ball and failing to cast anything rather than overhealing to the point of running out of MP, but either way you'll usually find mechanics getting them long before they run out of resources at this point in the expansion. You can verify this by looking at 24 man logs and looking at the MP resource trace of the underperforming healers. Even sifting through some absolute stinkers that I've endured, I'm struggling to find anyone that genuinely ran out of MP without themselves dieing despite the carnage going on around them.
Where it does start to really affect you as a healer is when you have to start hard casting raises. But until that point gets reached, eh, honestly makes less of a difference than many would expect.
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~




I find that, when healing in harder content, examples of failing to heal is often more about misjudging the timing. Like seeing a cast bar, knowing your party needs a heal, and deciding to finish another cast you already started because you think your cast will end fast enough to weave another heal, or perhaps cast an Afflatus Rapture. Or things like that.Honestly, this angle is overrated.
Healing people through their mistakes honestly doesn't make that big a difference in mainstream endgame content. And by the time it really does in Extremes and Savage, said mistakes are every bit as likely going to get them insta killed irrespective of how much healing you throw at them.
A truly bad healer is more likely to be dropping the ball and failing to cast anything rather than overhealing to the point of running out of MP, but either way you'll usually find mechanics getting them long before they run out of resources at this point in the expansion. You can verify this by looking at 24 man logs and looking at the MP resource trace of the underperforming healers. Even sifting through some absolute stinkers that I've endured, I'm struggling to find anyone that genuinely ran out of MP without themselves dieing despite the carnage going on around them.
Where it does start to really affect you as a healer is when you have to start hard casting raises. But until that point gets reached, eh, honestly makes less of a difference than many would expect.


See like.. #1 is already disproven to be factually incorrect.
Most casual players cant even keep 1 GCD rolling, imagine if they had to press TWO!
Dont make them use more than a single braincell, then they will call for nerfs.
Healer (and Tank) gameplay should just loop and support itself. Healing and Mitigation should open up into powerful attacks and basic attacks should build powerful Healing and Mit tools.
It would also reduce the amount of people that don't use their tools since they would straightup feed into the goodstuff.
Honestly I'm at the point where I wish they'd just hand addle, feint, shake it off, rampart, etc. to healers and let them apply the defensives to targeted characters or apply the debuffs onto bosses since 95% of dps/tanks sure as hell aren't using them.Healer (and Tank) gameplay should just loop and support itself. Healing and Mitigation should open up into powerful attacks and basic attacks should build powerful Healing and Mit tools.
It would also reduce the amount of people that don't use their tools since they would straightup feed into the goodstuff.
Originally Posted by Yoshida-san
Let's consider another theoretical mod: one that displays your character entirely naked.

Thing is nowadays tanks are so OP that they barely need heals in dungeons lately, hell I have seen bosses over 50% HP being taken down with the healer dead.
Instead if there was more unavoidable damage to actually HEAL in dungeons/raids, then healing jobs could be more engaging, not silly ideas like add another attack to healers kit. If you like to do damage go play a DPS, the healer job is to HEAL, contrary to popular opinion I think our attacking skills are enough.




We just have given up hope.Thing is nowadays tanks are so OP that they barely need heals in dungeons lately, hell I have seen bosses over 50% HP being taken down with the healer dead.
Instead if there was more unavoidable damage to actually HEAL in dungeons/raids, then healing jobs could be more engaging, not silly ideas like add another attack to healers kit. If you like to do damage go play a DPS, the healer job is to HEAL, contrary to popular opinion I think our attacking skills are enough.
Every expansion Yoshi says "we have increased damage so you have to heal more" and every expansion we are actually healing less >.>
So if we can't get more healing... make the attacking more interesting at least.
It’s a good thing not to answer your enemies. I scarcely ever do. Perhaps Emily is more like me than I am like myself. Perhaps she would rather not answer her friends, even. She keeps it all in her heart.


Arguably, and quite hilariously, that could actually be contrary to current design philosophy.Thing is nowadays tanks are so OP that they barely need heals in dungeons lately, hell I have seen bosses over 50% HP being taken down with the healer dead.
Instead if there was more unavoidable damage to actually HEAL in dungeons/raids, then healing jobs could be more engaging, not silly ideas like add another attack to healers kit. If you like to do damage go play a DPS, the healer job is to HEAL, contrary to popular opinion I think our attacking skills are enough.
As it stands, the healers are expected to do ~15-20% of the team damage. By making fights do more damage, and forcing healers to heal more, you're reducing their effective DPS over a fight.
If Healers are expected to heal more, they're necessarily expected to DPS less, which seems contrary to how they've designed fights recently.
Imagine the original P8S P1 enrage check with less healer DPS
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