

It's no coincidence that people ask for ARR/HW gameplay back when those two expansions had interesting damage kits for the people who wanted them and the raidbosses beat the shit out of you for the people who wanted to heal.The solution? Either overhaul healer design and combat encounters to emphasize healing, buff management, and debuff cleansing, or adapt healers to the existing combat model by incorporating engaging DPS rotations and abilities.
This lukewarm middle ground, in my opinion, is the absolute worst of the three options.
he/him



If they can't fix both at least fix the damage rotation, its the one thing of our kit we interact the most and the easiest and most efficient to fix




Both
We don’t need the bloat of OGCD’s we currently have
Cut the fat on oGCD’s forcing us to heal with GCD’s more often then add more DPS options for when we do DPS
Basically HW healing




There really is no justification for why tank rotations are actually rotations while healers get nothing
Pick one side or the other, either tanks should be slapped by the boss so hard they are using GCD’s to cast defensives and can barely do damage or give healers similar damage options
The same “I’m a healer I want to heal” can be applied to tanks “I want to tank and hold agro not do damage” yet tanks aren’t punished for this segment of their playerbase in their design options


Yeh but, according to Y.P, it could intimidate new healers who want to try the role....
Apparently 20+ healing actions induces less stress than an hypothetical 2-3 dps actions on healers...
Which also makes no sens because let say they'd add a few buttons to each healers, like 2-3.
You'd still have that "healing vs dps" dichotomie. Except that only one side would actually care.
Those who want to dps will use those new skills, and those who already barely DPS won't... which won't change anything.... someone spending half the fight not dpsing won't do better/worse by having more dps options.
If anything it could actually improve their dps... like for instance a WHM hating to DPS but willing to use the blood lilly whenever its up.
Not only are tanks expected to hold aggro and be wary of when to use their own defensives, they also get to assist the party if/when needed with healing and mits (specially PLD and moreso WAR), and have a handful of dps buttons to keep them engaged, all the while thinking that the average healer player can't handle half of that without getting overwhelmed.There really is no justification for why tank rotations are actually rotations while healers get nothing
Pick one side or the other, either tanks should be slapped by the boss so hard they are using GCD’s to cast defensives and can barely do damage or give healers similar damage options
The same “I’m a healer I want to heal” can be applied to tanks “I want to tank and hold agro not do damage” yet tanks aren’t punished for this segment of their playerbase in their design options
I will never shut up about how absolutely patronizing this double standard is.
ALSO: seeing the new tank actions, only WAR seems to be getting some sort of defensive shield, while the other 3 get even more damage skills! exactly what they (don't) need!
Last edited by Allegor; 04-23-2024 at 12:43 AM.


The difference is that tank have very few tanking ogcd compared to how many healing skills we have.Not only are tanks expected to hold aggro and be wary of when to use their own defensives, they also get to assist the party if/when needed with healing and mits (specially PLD and moreso WAR), and have a handful of dps buttons to keep them engaged, all the while thinking that the average healer player can't handle half of that without getting overwhelmed.
I will never shut up about how absolutely patronizing this double standard is.
ALSO: seeing the new tank actions, only WAR seems to be getting some sort of defensive shield, while the other 3 get even more damage skills! exactly what they (don't) need!
Which I suppose is part of their reasoning, "you got 20+ healing skills, we aim at 23-24 skills overall, so you only have 3 dps skills, 5 if you're a sage because you need to run that Kardia".
However, what saddens me is that much could be done by adding only 2-3 dps skills and tying things more neatly together, by removing / revamping existing skills in order to keep that ~24 active skills target.
And if keeping 22-24 skills is of utmost importance to them, I feel some sacrifice on the healing front (simplification) wouldn't be so dramatic...
For instance, like... I don't know, making medicaII/aspected helios devolve into medica/helios if cast in succession. Sure, there are situation where you'd actually want the extra 100 potency now rather than the HoT. But overall, in most situation where you'd actually cast 2 medica in a row, you would do MedicaII > MedicaI. So loosing access to MedicaI alone wouldn't be so bad if it means getting a new dps skill.
It really feels bad that our only mean of improving our DPS is how well we can slide cast...
It's kind of weird because, I'm currently progging TOP and tried up to P4 on all 4 healers. The easiest by far was Sage because I had access to more than "slide cast".
The lack of DPS options on all 3 healers made dpsing harder than on the healer with the most DPS skills. (fair, they're all instant...)
It baffles me that they consider being restricted to 11111111111111111111111 easier than having more options... AST (not considering card weaving) was by far the hardest healer to upkeep a good dps specifically because of the lack of instant gcd. It's slide cast or nothing. (And Slidecast Panto and P3 when towers are at the side are a pain)
Last edited by Sylvain; 04-23-2024 at 06:01 PM.


I am willing to lose dissipation for the return of Miasma or shadowflare, Square Enix, despite how amazing dissipation is and how it isnt a basically a 3 minute 300 potency attack. I know this is a controversal choice but please ffxiv players don't hurt me for this opinion.The difference is that tank have very few tanking ogcd compared to how many healing skills we have.
Which I suppose is part of their reasoning, "you got 20+ healing skills, we aim at 23-24 skills overall, so you only have 3 dps skills, 5 if you're a sage because you need to run that Kardia".
However, what saddens me is that much could be done by adding only 2-3 dps skills and tying things more neatly together, by removing / revamping existing skills in order to keep that ~24 active skills target.
)




I think blessing would be a better skill to loseI am willing to lose dissipation for the return of Miasma or shadowflare, Square Enix, despite how amazing dissipation is and how it isnt a basically a 3 minute 300 potency attack. I know this is a controversal choice but please ffxiv players don't hurt me for this opinion.
It’s about the only useless skill in SCH’s kit
No. Not Dissipation. It has its use. Aetherpact, Summon Seraph, Fey Blessing are good candidates for removal..I am willing to lose dissipation for the return of Miasma or shadowflare, Square Enix, despite how amazing dissipation is and how it isnt a basically a 3 minute 300 potency attack. I know this is a controversal choice but please ffxiv players don't hurt me for this opinion.
Edit.. to some extent, even Physick can be removed in favor of a potency boost to Embrace.
#FFXIVHEALERSTRIKE
- Seraphism is BAD.
- Give us back Shadowflare and make Deployment/Emergency Tactics affect Biolysis
- Give us back Rouse
- Make pet management rewarding.
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