It was 20% which could be huge if you communicated its use with tank invulns.We actually did have something that was basically haste for abilities before, original Spear from HW AST, I think it reduced ability recast by 10%? All it really did was cause internal drift on jobs though, but since the combat system wasn't as rigid back then, it wasn't that much of an issue.
If it were a flat reduction rather than a percentage, the over-bearing nature of the 2min burst meta would make a retooled Spear actually incredibly good (sometimes), based on the fact it'd give you extra burst windows, or better yet, cause them to align with more favourable parts of the fight. Thinking about P7S having it's 6min window during Inviolate Purgation (with the knock up at the start), but with a Spear effect that is, for example 'reduces the CD on abilities by 15 seconds' it'd shift it forward
A question I'd to ask is what percentage of GCDs do you healer mains want to use on DPS vs. heals? How many total buttons (including OGCDs) do you want to spend on heals vs. DPS? Assuming healer DPS was suitably complex enough to be "fun" or "interesting."
As a healer player myself. I get the feelings of envy Healers have for other jobs. But this effort to tear down some of the few well designed jobs in the game to make healer feel marginally better to play just isn't the move. Casting a few more GCD heals in a fight won't chane anything.
The problem is that enemies in this game have been de-fanged. The fact that wall-to-wall pulls are even possible in low level dungeons before anyone has their OP sustain tools should say everything.
If it takes the collective effort of an entire dungeon to even begin to threaten a tank's health pool, we have a problem. Sustain in 14 is actually very sparce compared to other MMOs, it only feels out of control because you barely need any sustain to offset the miniscule amounts of damage you take.
Honestly? As many as tanks. Because we only really heal them for tank busters and the dps for raidwide damage.
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
This is why I am contemplating retiring if healing does not get better in DT. As it stands right now, the only place where you can still see good trinity style healers at work is in fantasy or isakai anime.As a healer player myself. I get the feelings of envy Healers have for other jobs. But this effort to tear down some of the few well designed jobs in the game to make healer feel marginally better to play just isn't the move. Casting a few more GCD heals in a fight won't chane anything.
The problem is that enemies in this game have been de-fanged. The fact that wall-to-wall pulls are even possible in low level dungeons before anyone has their OP sustain tools should say everything.
If it takes the collective effort of an entire dungeon to even begin to threaten a tank's health pool, we have a problem. Sustain in 14 is actually very sparce compared to other MMOs, it only feels out of control because you barely need any sustain to offset the miniscule amounts of damage you take.
Or, the amount of healing skills that healers have is bloated with respect to the way that damage is designed in this game and with the sustain that tanks have, as well as the skills that other jobs have.As a healer player myself. I get the feelings of envy Healers have for other jobs. But this effort to tear down some of the few well designed jobs in the game to make healer feel marginally better to play just isn't the move. Casting a few more GCD heals in a fight won't chane anything.
The problem is that enemies in this game have been de-fanged. The fact that wall-to-wall pulls are even possible in low level dungeons before anyone has their OP sustain tools should say everything.
If it takes the collective effort of an entire dungeon to even begin to threaten a tank's health pool, we have a problem. Sustain in 14 is actually very sparce compared to other MMOs, it only feels out of control because you barely need any sustain to offset the miniscule amounts of damage you take.
If you want to start comparisons to other games, we could also mention that FFXIV doesn't even give us any options- you have a unique set of skills, whereas in a number of other MMOs healers either have multiple DPS skills that they may draw upon or skill trees that they may use as appropriate, in order to mix healing and DPS skills. That not only keeps things interesting but allow healers to provide the best value to a specific party, dungeon, solo play, etc.
The way the game is designed means that we will functionally never be able to spend more than 5-10% of GCD’s or about 25% of total action presses on healing so I want my rotation my reflect that, a rotation that includes 5-6 damage buttons (SCH’s DOT juggling or a version of DNC’s base 1^3^5 2^4^6 are good examples)
I’m totally in favour of oGCD’s being nerfed or deleted to up the amount of times u have to cast succor but healers should be like tanks (not in rotational design but relative complexity, if the tank was only allowed to stand there and cast flash to hold agro and press defensives there is a limit to how many defensives they can press before they just aren’t needed, healers are exactly the same
Ideally? 50/50 split.
I will say, personally, even if they gave us an in-depth damage kit, that only fixes half of our problems. The other half of our problems is that we spend most of our time using the downtime kit in the first place.
A proper fix would have in-depth damage kit with increased healing requirements. Uptime and downtime kit improved hand-in-hand.
Aslong as no single ability uses up more than 20-25% of all my casts I wouldn't really Care.
That said, unless SE heavily nerfs oGCD healing and ramps up damage, I don't see the percentages shift much from the current status quo where we use over half of all our casts on dps.
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