And give DPS and tanks massively buffed self healing
And give DPS and tanks massively buffed self healing
It would be way easier + cheaper to just inc the damage output of the bosses.
=> just add a x% inc to autoatk + skill dmg on bosses on every content, make raidwides go off more often..ect..
☆SCH/AST/DNC/VPR/SMN☆
200% increase to auto attacks in Euphrosyne will require exactly zero more healing GCDs even from the average player.
Increasing the damage output from bosses is not going to change how boring healing is now. Having to use a Regen once in a while doesn't make the Glare spam any less tiring.
No, fix "healing" to be fun, not to be DPS jobs.
Self sustain should slightly go down if anything while sustained damage should be upped more and more, healing should be about balancing damage and healing spells, not spamming on or the other constantly.
also removing some resource healing would actually be good, for some more damage buttons, such as procs or whatever would fit a healer.
Last edited by Rithy255; 09-26-2023 at 02:35 PM.
In what world a rework of all the bosses this game has is cheaper than fixing the kit of 4 jobs? (Besides this actually wouldn't solve anything since normal mode needs to stay easy, solo instances exists, the healing kit of healer is extremely basic and many more reasons)
Thats why i said raide wide should happen more often,200% increase to auto attacks in Euphrosyne will require exactly zero more healing GCDs even from the average player.
Increasing the damage output from bosses is not going to change how boring healing is now. Having to use a Regen once in a while doesn't make the Glare spam any less tiring.
Higher auto atk dmg means you have to heal the tank more often, 100% uptime on hots.
Even better would be to randomize dmg also.
Every fight is scripted --> every heal can be planned.
By adding RNG and unavoidable damage into the mix --> you can make healing more reactive.
But we all know SE will never do that, inc the overall dmg output would be more realistic goal to wish for.
Chepest way : edit the values ..it will just be same but everything hit harder.
Healing isn't hard, it has no rotation and you have few skills to choose from (pressing heals more often - does not make game harder).
FFXIV difficulty boils down to remembering: patterns, safespots, orders, and look for clues in animation/castbars/text/surroundings.. Not so much in damage output or heal reqs...
You only take dmg in this game; if you fail at tactics/stand in stuff and get hit by raid wides...When you know the fight well you barely get hit, let alone lose any hp..
Last edited by Zeastria; 09-27-2023 at 02:10 AM. Reason: typo
☆SCH/AST/DNC/VPR/SMN☆
"Give us more to heal" has been asked for since the launch of ShB when healer kits got gutted, The result of that request has led to Abyssos where we ended up with a healer shortage (I'd argue since ShB started, I used to have to wait in queue as healer back in SB, not so since then). We should be careful what we ask for when we say we want more healing, specifically, we should be asking for more frequent damage rather than just harder attacks, else we end up with mitigation checks rather than heal checks.
However, that also doesn't change that healing is ultimately a binary decision; you either need a heal to not die, or you don't, and no matter how much damage they add, there's going to be downtime where healing isn't needed at that time. 100% healing uptime wouldn't be possible without massively increasing the skill floor and driving away too many less skilled players. For those moments where healing isn't needed, we need a better DPS kit than what we've got, at least 4-5 spells that we actively rotate between and an oGCD or two, that's it.
If we still want to die on the hill of having to heal more and justify our current DPS kit, you'd have to redesign 10 years worth of content that actually pushes our kit, instead of redesigning the jobs to fit the content that already exists. We used to have healers that complemented the content, now we have kits with overbloated healing abilities that "reward" us with spamming our 1 key several hundred times in an instance. What sounds easier for the developers; redesign 4 healers, or redesign 4 expansions + base game content?
Higher auto attacks would need to be on the level of a ultimate to make healers use anything that is not oGCD and the majority of people can't handle that also hot effects are already up nearly 100% of the time with sge and sch either way (kardia and fairy)
Randomized damage is simply bad with high damage because the kits are not designed for reactive gameplay and most of the time it wouldn't encourage gameplay mastery, just mindless mashing of heal buttons
For an scenario of high healing to work the healer kit AND the fights would need to be reworked and by that time you're just doing something more expensive that would gatekeep a lot of players more than engage the experienced ones (look at what happened in abyssos)
Man, every other mmo that exists at this point just has everyone being a dps. This is actually one of the few games with a trinity system and people are constantly clamoring for them to homogenize it even further. How about instead of making healers blur into the samefaced fog of existing jobs, they actually make healers necessary for encounters???? It wouldn't even be hard, literally just toss a cleansable Doom mechanic into a fight and have it affect multiple people and suddenly wow, you need healers to esuna it. This is like, the most boring basic example ever but it's just to demonstrate how easy it'd be to make this role "necessary" in a fight but they can't even be bothered to do that. It's so sad how if you want a trinity mmo system and you wanna heal as a dedicated role, your only modern options are ... what, WoW and THIS? Christ, man. What's crazy too, is they used to have a semi-engaging system for healers but they actively removed it in favor of this garbage we have today, because they thought pressing 1 button for 90% of your time would make the role more appealing to a broader audience. And every expansion, it gets worse. They keep giving healers these gigaheals for outgoing damage that basically doesn't exist outside of niche content that only a portion of the population even does, and even in those circles, there are even more niche groups that'll just do it without a healer anyway just to show that it can be done.
Honestly if they refuse to do anything else, I wish they'd just take all the dps damage mitigation skills and copy them over to healers as well. Random people barely use this shit anyway, at least let me have fun doing SOMETHING because holy crap this role offers basically nothing nowadays unless you play AST I guess, but they're coming for you in Dawntrail so enjoy the watered down remains of your job while you still have it.
That's pretty much how I see it. The fact that they can't even use debuffs anymore is just... sad?Man, every other mmo that exists at this point just has everyone being a dps. This is actually one of the few games with a trinity system and people are constantly clamoring for them to homogenize it even further. How about instead of making healers blur into the samefaced fog of existing jobs, they actually make healers necessary for encounters???? It wouldn't even be hard, literally just toss a cleansable Doom mechanic into a fight and have it affect multiple people and suddenly wow, you need healers to esuna it. This is like, the most boring basic example ever but it's just to demonstrate how easy it'd be to make this role "necessary" in a fight but they can't even be bothered to do that. It's so sad how if you want a trinity mmo system and you wanna heal as a dedicated role, your only modern options are ... what, WoW and THIS? Christ, man. What's crazy too, is they used to have a semi-engaging system for healers but they actively removed it in favor of this garbage we have today, because they thought pressing 1 button for 90% of your time would make the role more appealing to a broader audience. And every expansion, it gets worse. They keep giving healers these gigaheals for outgoing damage that basically doesn't exist outside of niche content that only a portion of the population even does, and even in those circles, there are even more niche groups that'll just do it without a healer anyway just to show that it can be done.
Honestly if they refuse to do anything else, I wish they'd just take all the dps damage mitigation skills and copy them over to healers as well. Random people barely use this shit anyway, at least let me have fun doing SOMETHING because holy crap this role offers basically nothing nowadays unless you play AST I guess, but they're coming for you in Dawntrail so enjoy the watered down remains of your job while you still have it.
I'm also not a fan of people standing in AoEs to continue DPSing since the damage in most content is negligible. I'd rather you get (either instead or on top of) a DPS down by X%. That way players would start to avoid that stuff again since it prolongs fights and maybe some bosses would now have time to finish their beginning monologue before dying. lol Could give all healers a skill with a CD that removes the DPS down aspect or something. I dunno. I'm happy with anything that forces me to pay at least a little bit of attention when I'm doing DR.
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