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  1. #1
    Player
    Renathras's Avatar
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    Ren Thras
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    Famfrit
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    White Mage Lv 100

    A summary of healer issues

    Mostly wanting to test something. But anyway, this is a thread from the Healer forum:

    Quote Originally Posted by Recon1o6 View Post
    There's been many threads here and around the internet with legitimate criticism of the way Healers have been destroyed in shadowbringers and endwalker has not improved things despite sage's introduction. It is clear that the dev philosophy isn't working and healers are becoming increasingly rare.
    There are many problems, some worse than others.

    So I thought I'd summarise them.

    Edit: Added number 10 after browsing some old patch notes
    Edit 2: Fixed some spelling mistakes
    Edit 3: Added the what healers want section
    Edit 4: Updated Astrologian's section given SE have decided to delete another chunk of its identity

    EW edit 1: rewording and cutting down the size a bit
    EW edit 2: grammar, p8s correction from p7s, updated about ultimates all being solo healed


    Terminology
    Dot: short for Damage Over Time. Spells like combust and dia.
    GCD: short for Spells on the global cooldown
    oGCD: Short for Abilities

    First things first
    "Go Play Ultimate" was incredibly rude Yoshida and does not address the massive problems the healer role has. But you told us to provide feedback and we've been doing so for years so here we go again.


    1. Lack of engaging gameplay from constant Glare/Broil/Malefic/Dosis spam. There is no skill ceiling or depth
    Healing is designed with most of the healing being done by abilities. So most healers will spend their time dealing damage and using abilities to heal between attack spells
    What spells do we have to deal damage with? Glare/Broil/Malefic/Dosis and a single Dot on each healer. From level 4 to 90 all we do is constant spamming of a single button

    -Due to removal of crowd control and no gcd utility the only thing left to do is dealing damage.
    -We spam the basic attack spell with a dot every 30 seconds. I had more things to press during downtime back as a level 16 conjurer in 2.0 when I first entered Sastacha at 6 attacks (stone, aero, fluid aura, thunder, blizzard 2) and 4 conjurer spells (Cure, Medica, Protect, raise)
    -Sage is even worse in this regard as it heals with its damage spells and has even less need to heal via spells. Its dot and basic attack is the same button and so its a constant spam as Toxikon is a dps loss and the added mobility is not needed. Pneuma is a healing tool.
    -The devs stated they removed attacking spells to make healers focus on healing at shb launch and to improve accessibility. This was a monumental mistake that caused many to quit the role and did not address the actual reasons for low healing and low take up of healers.

    Solution
    -restore and add damage buttons that were removed in Shadowbringers and Stormblood
    -Return Aero 3 and add a water attack to round out the elements of whm. Also add seraph strike and make it upgrade stone/aero/water to Quake/Tornado and Flood for a burst phase
    -Return miasma, miasma 2, shadowflare and bane to sch
    -Return Stella as an attack with % chance after casting malefic or gravity for Astro
    -Add another single target attack and an aoe dot to sage. Double toxikon's potency, or buff it slightly and add more addersting generators.
    -provide more utility to all healers. Make plenary give bravery/faith, return Ast's cards, give eye for an eye back to sch, give sage something.

    2. The level of damage needed to heal in all content is far too low, avoidable, infrequent and scripted
    Ffxiv's battle design is scripted so damage comes in spikes at 30s, 60s or 90s. Most enemies do not deal autoattack damage when casting mechanics. Together with the low damage this means that little damage is done and what heavy spikes of damage there is can be topped off instantly with abilities if not evaded all together.

    -Dungeons are currently cleared with 1 tank and 3 dps when farmed.
    -Very few fights in the game need two healers even at minimum item level
    -Ucob has been done WITHOUT a healer.
    -The weapon's refrain, Epic of Alexander, Dragonsong Reprise and Omega Protocol, have all been solo healed
    -Eden's gate 4 (savage) was cleared without a healer when it was current content. https://youtu.be/zdDxjXMMWgU
    -The 6.0 extreme trials have also been cleared without healers and with increasing frequency.
    -Pandaemonium 1 normal was completed SOLO by 3 of the 4 tanks https://youtu.be/fFcZCEny4x4
    -Pandaemonium 1 and 2 SAVAGE was completed WITHOUT healers when current https://www.youtube.com/watch?v=JRbvZJ-EU0U

    Solution
    -Significantly increase the amount of unavoidable incoming damage across all content
    -add more randomised and constant damage
    -Readd random crits
    -Lower the Item level sync limits so that gear doesn't outstrip healing as much.
    -Aim to make healing closer to 50/50 casting healing spells and casting damage spells rather than the current 20/80 ratio

    Barbaricca extreme and Pandemonium 8 savage were a welcome surprise and an excellent baseline for healing requirements. You have had several healers tell you in game they liked having healing to do. More of that level of damage output from bosses please


    3. The level of healing output in both healers and other roles is far too strong for most encounters
    As of 6.0 every job has some form of self healing. Some are better than others and no healer would want them taken away from the other job, but the problem is that collectively the overall mitigation and healing from none healers is enough to negate healers entirely.

    -Warrior, paladin and gunbreaker all have enough sustain that they literally don't need healers and can keep other party members alive at the same time
    -Tanks also have access to mitigation that can be shared frequently
    -dancer can stack its healing with its partner to heal sufficiently every 60s for most normal encounters providing the party dodges mechanics
    -Red mage can take over healing duties given its decent vercure, magick barrier and verraise
    -healers have so many healing tools that many become obsolete or unused because they are designed for higher damage that doesn't exist.

    Solutions:
    -Decrease the strength of healing available to none healers
    -reintroduce random crits to encourage healing
    -Introduce random damage spikes to random members in full party duties so healers have more to do
    -Design future fights so the healing/dpsing split is closer to 50/50 as opposed to 20/80[/U]

    4. The healers are too homogenised and have lost what made them unique with nothing in return. The pure/barrier split is meaningless.
    All healers have access to shields and healing over time. This means the distinction is not only meaningless but has limited Ast and Sage's design.
    Every healer has the same 1 basic attack, 1 dot, 1 aoe skill from level 4-90. This was the biggest complaint across the role in shadowbringers and endwalker yet it has not been rolled back.
    All 4 healers have almost the exact same healing style too with many 1-1 equivalents. Despite the advertisement, Sage did not bring anything new to the healer role and is mostly identical to scholar played with the common macro for single target embrace

    -Sch still does not have selene returned or its dots
    -Ast is now missing noct sect, time magic and its beloved cards
    -Whm has lost its self buffing from 2.0 and 3.0, aero 3, cleric stance and unique healing style
    -Sage can heal while doing damage. Beyond that it is identical to sch

    pvp has proven that healers can be both unique in playstyle and fun. Bring that design philosphy back to pve!

    Solutions
    -Scholar gets Selene back, Eye for an Eye and leeches
    -Ast regains its sects combined to 1 button to switch between them. Return its cards with royal road spread and Minor arcana, time dilation, give disable as a silence. Restore celestial opposition to a stun/buff extension, exalted detriment and luminiferous aether
    -Whm lillies get expanded to buff the whm. Return shroud of saints and revert the thin air nerf
    -Sage needs some attacks, debuffs and more addersting generators.

    5. Healers have no decision making and very little synergy within their own jobs
    Because healing has such a low skill floor AND ceiling, little to no effort is needed to successfully keep the party alive. You just use healing tools in the order of ogcds first, gcds second. The healers are also punished for healing with lower damage, wasted mp and being locked out of parts of their kit.

    -Sch is the worst of the bunch. Dissipation kills the fairy preventing fairy actions, Fae union locks other fae buttons and Seraph does something similar.
    -Whm and Astrologian have the "enhanced freecure/benefic" trait which is a trap. Cure 1 and Benefic 1 are too weak to use the moment level 50 is reached. They encourage spamming these buttons to new players instead of more appropriate healing and damage options
    -Sage's adderstings are used solely for Toxikon. Toxikon however is a dps loss to earn by generating addersting and it does not work as a movement tool either when Sage has the free Icarus jump

    Solutions
    -Move freecure and enhanced benefic to stone and malefic respectively
    -Stop dissipation killing the fairy, fae union locking out the fairy and seraph from other skills
    -Add effects to all healers that reward or refund healing with dps, resources and more
    -Make mana and meter management more impactful

    6. Healer's actions are bloated with dependant, outdated or functionally useless buttons that have survived pruning when other more valuable skills have been lost
    We all know button limits are a thing. Ideally the jobs should top out at 30 ish buttons since anymore than that tends to make pc players grumble (controller players have easy access to 48 buttons at any time)
    A common complaint is that some actions have been removed for no worthwhile reason while other buttons that should have gone years ago are still around.
    Many buttons have also had their functions changed with no thought given to how fun or useful they are to the job

    Solution
    -Merge the following
    >Cure 1 into Cure 2, add a trait so Cure 2 automatically changes to Afflatus Solace upon gaining a lily, likewise Medica into Afflatus Rapture, Divine benison upgrade to Aquaveil
    >Benefic 1 into Benerfic 2, Draw and play, Minor arcana and crown play (if not make MA work directly from Draw), Celestial intersection and Exaltation
    >Physick into Adloquium, Eos and Selene (rotate it between the two) Aetherflow and Energy drain, Excogitation and protraction

    -Delete the following
    >Undraw, Neutral sect

    -Buff or change the effect of the following
    >Plenary indulgence to provide damage buff in faith/bravery, Reduce cure 3's mp cost, revert thin air nerf, improve liturgy of the bell, revert dia/aero to 18s, buff tetragrammaton to give the whm a damage buff for the next cast of glare/stone
    >Make Synastry affect ALL healing, change celestial opposition back to stun/time buff, change cards back to being 6 different buffs, buff divination to compensate or make minor arcana lord/lady, change astrodyne
    >Change sch's healing to work off of the fairy gauge only. Make fey union an instant cost based benediction (eg 5% missing health costs 5 gauge, 90% costs 90 gauge), change dissipation to consume fae gauge to gain aetherflow OR buff the scholar with access to free uses of fae gauge and aetherflow actions while giving movement speed buff. Change recitation to repeat each action at 50% potency for its duration (think double or astro's pvp thing)
    >Make Toxikon 1 either dps neutral, split Toxikon 2 from it and change it to leave a damage over time. Make Rhizomata give 1 addersting and change Zoe so Kardion affects the party for its duration

    7. Levelling healers is terrible with missing rewards in job quests and skills learned later in spite of previous versions being at lower levels
    Lower levels on healers have large gaps between getting anything new and meaningful due to the continuous removal of skills only to have them replaced at higher levels by new ones that have a new coat of paint. The removal of core skills such as time dilation make many job quests feel unrewarding with the npcs giving or teaching you...nothing!
    In addition, it makes lower levels on healers extremely boring as you have no tools or fancy buttons.

    -Temperance and Neutral Sect are literally the levl 40 Whm skill Divine seal at level 80 and with a 10% mitigation buff/Sect buff respectively
    -Summon Seraph looks very flashy...but its literally just Rouse with the disadvantage of locking the sch out of other parts of their kit
    -Divine benison is Stoneskin but an ogcd instead of a gcd spell
    -Astrologian's quests are very interesting, you get gravity, time dilation, spread, royal road taught to you by npcs. Not anymore.
    -When scholar is unlocked, the hotbar is emptied immediately due to the lack of buttons. This should not happen

    Solution
    -Return older versions of skills to lower levels to front load the levelling. This makes them feel more complete and makes later levels upgrade
    -Move energy drain and aetherflow back to level 10 and readd the dots. If neccessary change Arcanist to be a healer to balance out healers at low levels
    -Add or return new buttons to job quests to make them feel rewarding


    8. There are clear signs of nobody with anything more than minimal healer experience designing or testing the healing role and this is causing damage
    There was a famitsu interview recently that stated (paraphrasing)
    "We replaced our dungeon tester for healers because they were getting too good...this person had started learning normal raids and extreme"
    There is so much content now between level 1 and level 90 that even the most casual or new healer will have enough experience to learn the basics of being a healer- do damage when you don't need to heal, don't overheal where possible, ogcds first, the job is to keep people alive rather than topped off.

    But if the healer tester was getting too good for taking their first steps into optional content, then nobody on the testing team is experienced enough with healers to tell how bad some of the changes have been over the years

    Case 1: Energy drain. This is a core function of scholar's entire job, yet 3 times now it has been removed and 3 times it has had to be put back
    Case 2: "We want healers to focus on healing so we removed damage buttons". The causes of low healing is because healers barely need to do any healing. Damage is low, avoidable and predictable and healing power is cheap and strong. Removing the damage buttons has simply caused many veteran healers to quit the role and does not address the low healing requirements at all.
    Case 3: The entire stormblood lily system. The fact this got off the drawing board in the first place says a lot. Healers as a rule do not use their gcds to heal unless its an emergency or they have no ogcds to use. Even when it got revamped in shadowbringers, it still took years before it finally became dps neutral. Everyone was shocked because it was the first time in years that a positive change had happened on healers that wasn't to fix a gamebreaking issue like Ast's controller problems or energy drain breaking sch
    Case 4: Sage being a "dps healer" designed for veteran healers that does not address a single issue veteran players have

    -Glare/Broil/Malefic/Dosis spam
    -low healing required in all content to the point healers are entirely optional
    -constant dismissiveness towards healers by devs
    -Lack of skill ceiling or depth to the jobs
    -Homogenised to an appalling degree
    -perpetually last in the loot queue in savage
    -Only robes and coats, no plate armour
    -gameplay penalises improving at healing with boredom

    Solution
    There are 4 job designers. Have one of them REQUIRED to main healer and gain plenty of experience with it or hire/transfer someone who does. Have someone testing healers who knows what they are doing at level 90 like anyone should with at least extreme experience.

    The playerbase understands that testing should happen so new players can get through duties. However the severe lack of challenge in this game between normal content and savage is excessive and the floor needs to be raised in casual content to match the majority of players at 90.
    Thus testing should ALSO be required for high level and mid level party.

    Someone without the experience to match the job will naturally not understand what are fun parts of the job (such as Ast's cards) and core components (such as energy drain).
    The kaiten fiasco? Healers have already been through it unfortunately.

    9. Healer glamour options are far too biased in favour of robes and feminine styles.
    12 years now healers have had had nothing but cloth. Where's the armour that looks like it belongs on the battlefield?
    Why is everything a damn dress?

    You couldn't even leave judge Drace's armour alone, no you just HAD to make it a damn frilly dress instead of a cape.

    10. The "Pure Healer" concept that was explored in Stormblood and forced upon all healers now is extremely unpopular and is unsuitable for FF14's combat system, lore and community
    The pure healer concept is as follows: Healers in all content are supposed to heal only using their tools in order to account for frequent and or heavy damage and do not have opportunity or need to do damage. Damage tools are just enough for solo duties if any are available. If not a separate role is given for solo content
    We saw an exploration of this concept in White mage in stormblood. Devs thought it would be a good entry to healing but instead many white mages quit the role and very few new healers took it up.
    White mage was utterly detested by the community for several reasons: losing critical abilities only to require using 7 role skills in order to reacquire what it had lost; having no utility and being unfun to play.
    https://forum.square-enix.com/ffxiv/...eedback-Thread if anybody wants more information
    Yoshi P even said that they were wanting to encourage people to play healer and tweak the balance so that its less stressful and he said much the same thing again this expansion.
    Well SE needs a dictionary as tweaking means small adjustments to make things work properly, not strip everything out and burn it to the ground.

    Pure healing only works if there is high incoming damage with dps checks and enrage timers that do not require any healer damage to clear consistently. The sheer fact that almost every extreme, savage and ultimate are adjusted to take into account healer dps to even clear at minimum ilvl means that SE is lying and has been for years
    Pure healing does not work either in a game with large amounts of solo battle content such as ff14 either as it makes the solo duties a chore and unfun to play through which distracts from any story or interesting mechanics
    Finally, higher skilled healers need to heal less, and have more downtime. So of course they need something to do in the downtime. But we don't have anything now except spam Broil/Glare/Malefic

    FF14 healers started out as the combat medic concept: The healer heals up unavoidable damage and contributes to fighting when they do not need to heal either by protection or by helping defeat enemies and by and large the community and the very battle design is of this concept what with the hardest fights barely requiring 1/3 healing casts in the entire 20 minute battles. It is also suitable as healers still have to do solo content and as such they need something interesting in order to have fun during the solo battles.

    Healers enjoy getting more skilled same as anybody else. That means they enjoy having more downtime and the best way to make downtime fun is by having healers be combat medics and support their allies or doing damage themselves.
    Many veteran healers have quit- there's a 50 page thread about healers quitting for goodness sake. But new players clearly aren't filling the gaps as its constant healer in need and they have nothing to look forward to when levelling that's any different from more heals and nothing to do when they don't need to heal which as stated earlier is on average 70-80% of ANY duty.

    Look at the all the complaints about boring downtime and anybody can see that ff14 healers, are combat medics first and foremost.


    Lore wise this also plays into the healers themselves. White mages have a big theme in the 50-60 that WHM must do more than just heal to protect. SCH are all about creating openings, debilitating and manipulating enemies into their demise. Astrologians attune their magicks as needed for their allies and choose favourable fates and bear temporal magics to ensure victory

    Hell the Hall of the novice itself outright states when no healing needs to be done, throw in damage spells


    -----------------------------------
    What do we healers want for our jobs?

    1. Return of unique playstyles and iconic/fun abilities such as aero 3, varied cards, selene and so forth. End this horrible Glare/Broil/Malefic/Dosis spam!
    2. More frequent amounts of healing required at all levels of gameplay. Make the potency boosts from expansion changes happen on level caps+1 (51, 61, 71, 81) so previous content isn't trivialised
    3a White mage to stop being treated as baby's first healer and made into a strong elementalist that can stand on top
    3b Scholar gets its dots and selene back with no more infighting between healing and damage
    3c Astro have its cards, time magic and sects returned with slight tweaks so its shields stop fighting with sch and drk
    3d Sage to get the dps actions it was promised
    4. Better communication with the dev team regarding how the jobs will evolve. If the devs aren't sure how to expand healers, there's a wide range of players they could turn to for suggestions and ideas



    We don't hate you Square enix, but the last 5 years have been horrific for healers and we want this to end.

    Your attitude of "Go play ultimate" is utterly tone deaf and rude and you need to change this course if you want to stop bleeding healers. "We can't think of anything to do with scholar" was also incredibly dismissive when we spent years giving you feedback.

    Yes healers get quite heated. You would be too if your role got treated with such disdain for years on end.

    We're grateful for the odd scrap that gets thrown our way like dps neutral lillies. But we deserve better. We're a core part of the game alongside the dps and tanks. We don't want to be the 3rd role, we want to be healers.


    My sub runs out in a few days after this update so I won't be able to update it after that. But I sure hope we find SE reversing course in the run up to 6.2 starting with astrologian's rework.
    Keep the feedback alive guys.
    (4)
    Last edited by Renathras; 04-25-2023 at 02:07 PM. Reason: EDIT for length

  2. #2
    Player
    Turnintino's Avatar
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    R'vhen Tia
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    Dancer Lv 100
    Respectfully, that's not a summary.
    (25)

  3. #3
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    hunkygladiator's Avatar
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    Men-on Edge
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    Jenova
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    Botanist Lv 90
    What is the point of this? Are you testing GD?

    HW was hard just because of Cleric Stance.

    SB astro had time magic but there was also mana tick tracking. High level astro play required an insane two-minute burst rotation that is RNG (just look at any top log from that time). It also wasn't just about using Expanded Balance. The real ceiling is ensuring EB every 2 minutes while squeezing as much juice as possible between bursts, and that required you to tackle a complicated decision tree. Not even the top astros have reached the frontier back then, but we probably would see what that's like if AST never got changed. Before 4.3 you also had to deal with 2.5s slidecasting, memorizing a star script. And you actually had to use Aspected Benefic.

    Scholar was hard in SB not because of the DoTs or Shadow Flare. Those were fairly minor. It was hard because of Miasma II and fairy micros. Miasma II locked you into melee range and only gave you a weave window every 12s. Manual embraces were required for top play, either to pop Divine Veil or to push healing from DPS to tank to maximize HoTs on the DPS, and this could actually save an entire GCD.

    Does this sound fun to the ShB and EW babies? Somehow I doubt it. Which is why healers will never go back. It's a role for babies now.
    (3)

  4. #4
    Player
    Oizen's Avatar
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    Oct 2021
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    playing other games like yoshida intended
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    Character
    Alondite Ragnell
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    Marilith
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    Dark Knight Lv 100
    Personally I find playing healer is pretty fun, focus targeting a DPS, hitting Nascent flash and being able to get both their and my own HP to max in a few attacks feels pretty good.
    I don't get why people don't like playing healer, Its pretty satisfying.
    (12)

  5. #5
    Player
    Jeeqbit's Avatar
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    Oscarlet Oirellain
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    Jenova
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    Warrior Lv 100
    It is clear that the dev philosophy isn't working and healers are becoming increasingly rare.
    White Mage, Sage and Warrior are tied for the most popular jobs in all of FFXIV right now (although Dark Knight takes Warrior's place in raids specifically).

    In high-end content, White Mage is the most popular job in all of FFXIV, more than tanks and DPS, it has been for a long time and it's not even close. So this just isn't true!

    1. Lack of engaging gameplay from constant Glare/Broil/Malefic/Dosis spam. There is no skill ceiling or depth
    Kinda is because a lot of healers spam their heals and shields when they can get away with doing DPS and weaving abilities instead. The belief that Scholar is meant to use Adlo every 5 seconds is prevalent among many players judging by how much I see them apply it to me. The gameplay is mostly engaging when there is a lot to heal ie. an undergeared tank or a leveling dungeon, both of which I healed recently.

    -Pandaemonium 1 normal was completed SOLO by 3 of the 4 tanks https://youtu.be/fFcZCEny4x4
    -Pandaemonium 1 and 2 SAVAGE was completed WITHOUT healers when current https://www.youtube.com/watch?v=JRbvZJ-EU0U
    So SE increased the amount of work for healers in Abyssos which seems to have been good.
    (2)
    In other news, there is no technical debt from 1.0.
    "We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
    https://youtu.be/ge32wNPaJKk?t=560

    Quote Originally Posted by Jeeqbit View Post
    Want to know why new content will never last more than 20 minutes? Full breakdown:

  6. #6
    Player
    hunkygladiator's Avatar
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    Jenova
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    Botanist Lv 90
    Quote Originally Posted by Jeeqbit View Post
    The gameplay is mostly engaging
    [...]
    a leveling dungeon, both of which I healed recently.
    modern FF14 healer

    tank main, no healer clears in any high-end content.

    This is who SE is catering to, OP.
    (15)
    Last edited by hunkygladiator; 04-25-2023 at 04:35 PM.

  7. #7
    Player
    Quintessa's Avatar
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    Saturn Vitrell
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    Famfrit
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    Marauder Lv 18
    Like many of the other jobs, they took too many tools away from the healers.

    Yoshida may want to consider bringing some skills back just to test the waters again. We have different players now compared to HW/SB.
    (2)

  8. #8
    Player
    fulminating's Avatar
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    Wind-up Everyone
    World
    Zodiark
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    Arcanist Lv 52
    Quote Originally Posted by Jeeqbit View Post

    So SE increased the amount of work for healers in Abyssos which seems to have been good.
    Q2: For this Savage, there seems to be a serious lack of healer participation going on. My question here to you is: Are you aware of the reason and is there something you will reflect on, and if any are there plans to address this issue (that is within the means and intention of the dev team), and if there is, may I know the plan to address the issue?

    YoshiP: (Super long paused followed by a long "hmmm") Things to reflect on......things to reflect on? Well for one I did read something written on Matome (Summary) sites, something about "Green skin"※......Hmmmm? (another long pause) ...n...nothing much I can say about that... But we also experience situations where there is a serious lack of tank participation and this seems to depend on the timing and situation...(another long pause) If I have to make a comment about it, I think the reason would be because it's a high difficulty content, and there are other factors which contributed to this issue....well, this is hard to answer...I mean there's also the request we got from players that asks us to create more situations that require healers to heal, and among other things that is asked of us...(another long pause) So in this case, due to certain circumstances and certain "wall" which caused deviations (biases?) to occur, and this is definitely a thing after operating this game for a long while, but as for the state of healers right now, I think it's just an extremely......I mean this simply is due to the healer population in general as well as the population of raiders participating in this tier...but if I have to say anything on this matter what I am able to say at this point is "please give healers a try", and that's what I want to convey, since this is a game where you are allowed to handle multiple roles, and when you try playing a completely different role you'll definitely find something interesting through that experience....hmmm...well we will need to observe the situation a little more...yeah.

    ※ - A meme referring to "actually a DPS job in a healer skin"
    (6)

  9. #9
    Player
    Renathras's Avatar
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    Ren Thras
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    Famfrit
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    White Mage Lv 100
    I should note, for the record, I disagree a good deal of the post quoted.

    What I'm trying to see is what a more general audience thinks of it. The place it was posted is a bit of an echo chamber and I'm curious what people not part of that echo chamber feel related to it.

    EDIT: I should say, there are points I agree with, but may not agree with the proposed solution, etc. I feel like the problem really is a complicated one, and doesn't likely have a straightforward answer. Right now, I'm mostly leaning towards the solution being (1) to lean into the fact we have four Healer Jobs and they could/should all play differently (like in ARR, SCH could stay in Cleric a lot because Lustrate and Eos heals ignored it, while WHM spent much more time not in Cleric casting GCD heals); at any rate there's no reason for every Healer to have basically the same damage rotation of DoT + nukespam + some CD damage ability used to infrequently break that up, this does mean that some of them (like SCH) could have more a complex DPS rotation while others (like WHM) do not and continue to appeal to those who like the current system, and this allows things like a pure healer WHM, a buff focused healer AST, a damage focused healer SCH, and whatever SGE would be (thinking GNB for healers - a healer with a DPS rotation?), (2) that oGCD healing power should be greatly reduced, Tank/DPS oGCD healing should be removed (their healing should be a GCD and a trade-off vs damage, not essentially free healing they can throw out left and right - Clemency is good, Nascent is significantly less good, for the game; Curing Waltz is stupidly OP) and for Healers, their oGCDs should be a few powerful abilities with long CDs used for emergencies or planned situations (Benediction-like) or should be modifiers to enhance their GCD kit (Divine Seal, Presence of Mind, stuff like that), (3) encounter design needs to have less "massive spike of damage needing tons of healing...and now 45 seconds of basically nothing provided everyone's avoiding the damage that will one-shot them if they get clipped by it anyway"; instead, the damage should come in more gradually over time to be addressed with things like GCD heals or Regens/HoTs and less a "kitchen sink" situation where you throw out a bunch of oGCD heals for massive healing to deal with it then get back to the Glarespam as soon as the spike is over, knowing you won't need to hit any other button for the next 45 seconds besides your DoT refresh one time. And probably get rid of the 2 min meta - though that's a problem that goes WAY beyond just Healers.

    I think it's a complex problem that needs a holistic solution. I'm not even sure that's the entirety of my ideal solution, but it at least is pointing in what I feel is the right direction.

    But as for the OP quoted, yeah, I want to see what a more general, less (hopefully?) echochambery audience would think of it.

    .

    Quote Originally Posted by hunkygladiator View Post
    modern FF14 healer

    tank main, no healer clears in any high-end content.
    Ahem, not to put too fine a point on it but...have you looked at your profile lately on Lodestone? It seems unsearchable on the forbidden site, but I don't see Savage clear mounts or Extreme mounts under that Mount tab. Easy to cast stones when you make it where others can't verify how you stack up to your own standard... <_<
    (3)
    Last edited by Renathras; 04-25-2023 at 06:17 PM. Reason: Marked with EDIT

  10. #10
    Player
    Tint's Avatar
    Join Date
    Aug 2013
    Location
    In the right-hand attic
    Posts
    4,325
    Character
    Karuru Karu
    World
    Shiva
    Main Class
    Fisher Lv 100
    Quote Originally Posted by Jeeqbit View Post
    White Mage, Sage and Warrior are tied for the most popular jobs in all of FFXIV right now (although Dark Knight takes Warrior's place in raids specifically).

    In high-end content, White Mage is the most popular job in all of FFXIV, more than tanks and DPS, it has been for a long time and it's not even close. So this just isn't true!
    Please keep in mind that content requires a specific set of roles. Of course there is no healer shortage in the clear numbers. While it can be done sometimes even without a healer, basically all people will stick to the standard roles.

    More interesting would be overall clear numbers compared to active player numbers in different expansions. But that would be useless as well because there plays more into it than just that someone has to draw the short stick and play healer. The raid scene fell apart in HW for example.

    Quote Originally Posted by Renathras View Post
    I should note, for the record, I disagree a good deal of the post quoted.

    What I'm trying to see is what a more general audience thinks of it. The place it was posted is a bit of an echo chamber and I'm curious what people not part of that echo chamber feel related to it.
    I think healers are boring.

    Spamming Glare is not fun and bosses don't do enough damage and tanks are so tanky and have so much selfheal that I barely need to heal them. But honestly after I have played BLU healer I realised: I don't actually want a healer with a complex dps rotation. I want an illusion of complexity. Maybe a second DoT like we had in ARR and HW would already be enough.

    And take away the selfheals from other roles or increase the damage output of bosses accordingly.

    There is no need anymore to keep the damage low so that even the worst healer imaginable can clear the content when every DD and tank has mitigation tools and heals available.
    (7)
    Last edited by Tint; 04-25-2023 at 05:36 PM.
    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.

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