I understand that and I agree with you. I wish SE could revamp and rework our healing toolkit as a whole and make healing/support asepct of the toolkit more interactive and interesting.
I know it's very unlikely for SE to do so, but the same could be said about the requset for more dps options. According to healer subforums, they have been asking for more dps options for years. It didn't get us anywhere. If anything, the statement from Yoshi-P during the Endwalker interview only enforced his stance of "no dps for healers"
I'm not averse to more dps buttons for healers though. I just prefer having a gameply that focus more on utility and healing to doing dps.
It's not coming out of nowhere though. I didn't mention "complex dps rotation" with the intent to make a strawman. It's in the title of this very thread.
Yes, our healing toolkits are bloated. To make matters worse, non healer roles are also capable of contributing lots of healing.
Yes, more support GCDs. New skills, regardless of healing or dps, coming in the form of oGCD still results in 11111 gameplay.
Last edited by Aword3213; 08-26-2023 at 02:20 AM.





Maybe they should gut healing ogcds, make gcd healing a required thing again, and make healing actually you know, fun.
Making healers dps is the same mistake they made with tanks. They need to redo the way combat is to make tanks actually do tank things and not just be dps with defense.
Just make Dia a direct damage GCD with a 12 sec recast and Assize a GCD with a 15 sec recast. Done.
It's the same effect in practice as what you're asking for, but I doubt you'd find it actually reduces your boredom. Maybe I'd be mistaken...but I feel like the people asking for more damage/engaging play would be complaining again with a few weeks if we just made those changes.
I'm right there with ya.
This whole post is basically spot on. More support and more healing.
Bingo.
It's like RDM if people are dying during their burst phase "I'll raise once I'm done with my burst combo!"
People aren't really saying that so much as they're saying "If you want a complex DPS rotation, play a DPS Job". Which isn't "spouting bs" or "clueless"; even at the most complex (HW), healer Jobs have never had a DPS rotation anything like DPSers. The closest was probably SCH during that timeframe, and it kind of broke the game, balance, meta, and had both one healer Job (WHM) and both Casters (BLM and SMN) blacklisted out of PF.
Healers have never been green dps, end of line.
I do think this was a gamechanger. Though it would be a requirement. RDM doesn't have this during their melee combo, btw.
Agreed.
People that insist DPS are "so fun" no matter the content, I have to wonder what they're seeing in it. I don't derive any pleasure or joy from playing a DPS Job. It's my least played role for that reason. "Perfect opener...yawn..."
Whenever I say this, I get attacked as "How DARE you suggest we aren't 'real healers!!!'", which, amusingly, is an argument I've never actually made and you're doing it here more than I ever have or would.
Hell, when I suggest that they add a fourth role for Support, they also take it as some kind of personal insult, even after I've said myself even I'd like to play a Support role Job sometime if they made it a serious fourth role. I love being supporty on RDM or SMN, for example.
I agree to the point that I agree encounter design (and gearing) is the problem.
Just for clarity:
FF13 had Synergist (buff), Saboteur (debuff), and Medic (healer). FF14's healers are like Medic, with a touch of Synergist in some cases, but those were three different classes. That's like asking why Casters don't all have Melee abilities like Ravagers (Flamestrike and such), or why all Melee don't have Caster spells (Commandos used Ruin and Ruinaga). In fact, FF13 is where the spells Ruin and Ruinega came from, so if anything, it should dominate the discussion for the use of those spells...
Some people...are weird.
Not to be snarky and being totally genuine: That's the "4 Healers Model". In fact, that's an even more narrow version of it. Maybe you should join me in championing it in the Healer forum?
...and...
Agreed. And that's what is the point people seem to not want to accept.
We have Jobs that have complex DPS rotations. They're called DPS Jobs. There are even three subroles and it's the most diverse set of Jobs in the game, so people that want that have PLENTY of options to do so. And bonus points, two of them can Raise, around a third can heal, and all of them have mitigation abilities.
Last edited by Renathras; 08-26-2023 at 10:23 AM. Reason: EDIT for length




RDM doesn't need it. They aren't in melee enough to justify it.
As for it being a requirement, if for some reason the devs aren't smart enough to allow for it to continue after using a GCD heal, I'm pretty sure the forums will quickly inform them.
If not Reddit and Twitter also.
Now whether or not they do it, who can say. I swear the devs hate healers with the passion of a thousand fiery suns.
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


Come on, if SE pitched 'hey we were thinking of making it so that if you use Swiftcast Verraise mid melee combo (or any of the later steps like Scorch), it doesn't break the combo', who'd say 'no I want to have the combo keep breaking'?
But then again, RDM is an alien job in terms of 'sensible design', considering that using Potions or Sprinting breaks Dualcast still




No one. But do I think RDM needs it on the same level as tanks did? No. For the sheer simple fact that RDM's primary job is NOT to help rez. You rez when you can. Do you have to rez the exact moment in your melee combo? Chances are 90% of the time no. You usually have 2 healers who have swiftcast Raise each.
Do I think it would be a welcome change? Sure. Do I think RAISE would be the skill to not break? Pfft no.
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
All the time I say this in the Healer Forum: "4 Healer Model" is what I've come to calling it. We have 4 healer Jobs, let's have them play differently so everyone can find one they like. AST can have more buffs, SCH more DoTs, SGE more damage rotation, WHM be left as it is today. Everyone wins. Hell, WHM and SGE can both stay as they are today, point is, something that gives everyone an option.
They generally are. If they weren't, you guys would support the "4 Healers Model" since it offers both.
Because it is an either-or situation. The misconception is from the people thinking it's not.
At the very least, with these Devs and this type of design, it's VERY unlikely they could pull something off that wasn't.
You say this, but somehow just about every time I go in for my melee combo is when party members (including healers) decide to start dropping like flies.
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