

To be fair, you could always clear dungeons without healers since ARR. The difference is that it's more efficient to not take a healer which is why it's a problem.People keep pointing out that since Healers are obsolete because of TOP, It's not just in TOP it is in Dungeons as well, while TOP no Healer clears are done by the select few groups, Dungeons are supposed to be the mere definition of having a team of the holy trinity but Tanks (Except for DRK and maybe GNB) are able to fulfill the entire trinity roles. I personally grab my WAR and get 3 DPS (Because having a premade party ignores restrictions) to do my Expert, LvL90 and Leveling roulettes because it is much faster.
They need to tone down the Self Healing on Tanks, crank up the Damage done by enemies and give healers more utility and more options to Damage, Healers are bloated with OP instant healing spells which forces them to just press their 1 button DPS rotation and their occasional 1 dot button.


True but it is just very telling that the problem continues to fester and Yoshi with his team have no intention in fixing the problem for the sake of raking in players that has the skill level of a sloth and they continue to gaslight their customers saying: "Healers are fine, if you're bored, go heal in Ultimates.".



Well, whatever the team intends to do, they have to settle on a direction to move forward with soon, because both the EN and JP communities have voiced discontent with the current design. EN side wants increased damage options while JP side wants more to heal. The current design satisfies neither side. There may not be any issues at the moment in regards to healer population, but from what we've seen on feedback, the people who leave the healer role are not intending to come back, and we're not sure if the amount of people entering the healer role will offset the amount of people leaving.You can pump up damage intake. But this has limitations, because it's inherently exclusionary.
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Or you could dramatically pump up Healer rotational involvement, and DPS output in turn — bringing them much closer to, say, Dancer, and treating them more like "DPS-with-Utility" (ie, the current PvP approach), and thus reducing the temptation to cut them out of content when optimising.
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Or, perhaps you could reposition Healing to more of a broad Support role — so that even if you don't need raw Healing, there's still a "good reason" to bring Healers.





Yup. The reward for playing well as a healer is being stuck with mediocre teams that need healers to fix their mistakes, because the better teams who play at your level replace healers with more dps/tanks.The big thing about healerless clears is that it is deflating. Especially if you are the type who wants to aim to play better in general. No amount of logic can stop me from feeling bad about wanting to play well on healer, yet playing expert roulette well means dropping the healer. I don't play this game to feel bad (at least, not in this way).



Well... At least white mage's polymorph is still op in pvp. That's where l play heal and find solace
You'd think so, but I feel like they've boxed themselves into a corner that they either cannot, or will not, move out of.Well, whatever the team intends to do, they have to settle on a direction to move forward with soon, because both the EN and JP communities have voiced discontent with the current design. EN side wants increased damage options while JP side wants more to heal. The current design satisfies neither side.
You are not allowed to have more damage complexity and breadth because that will (apparently) threaten and upset people who "just want to heal".
But you are also not allowed to have anything too serious to heal in the vast majority of cases... nor a more delicate cost-benefit system (so that preexisting healing choices become more of a consideration)... because that would carry the risk of Healers who mismanage resources, or mis-time their tools, being unable to keep up, and then causing a wipe. Which (apparently?) has been deemed an unacceptable possibility as well.
Honestly, unless there's a dramatic internal paradigm-shift on XIV's team, I suspect that the "solution" to any drop in Healer populations would just be to continue to make playing Healer more foolproof and unthreatening — by reducing Healing demands, rather than increasing them — and perhaps implementing some sort of bonus for playing a Healer, maybe their own version of Tank mounts. Or maybe make Healer "Adventurer in Need" more common or lucrative.
I'm sorry if I come across as oppressively-cynical, but I feel like XIV has entered a design phase where the top goal is simply to entice as many warm bodies as possible into doing anything offered, with no serious developer concern for "why" those bodies are there, as long as they "are".
Is this confirmed in some way?
Anecdotally, I feel like filling the Healer slot in weekly reclears is still like pulling teeth.
Or they continue to give the other roles more healing/mitigation utility. That would be more in line with their new 10 year goal of moving the game more towards being a single player RPG that can be played with friends instead of a traditional MMO. Going to be hard for players to progress solo if they don't have self-healing/mitigation utility, Unless the goal is to remove incoming damage altogether as well.Honestly, unless there's a dramatic internal paradigm-shift on XIV's team, I suspect that the "solution" to any drop in Healer populations would just be to continue to make playing Healer more foolproof and unthreatening — by reducing Healing demands, rather than increasing them — and perhaps implementing some sort of bonus for playing a Healer, maybe their own version of Tank mounts. Or maybe make Healer "Adventurer in Need" more common or lucrative.



I actually wouldn't mind if healers were deleted, every job got more support tools and we just brought 2 more dps.
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