Because if DPS are excluded the run goes from 15 minutes to 30 minutes
Exclude the healer and the run goes from 15 minutes to 10 minutes
You shouldn’t actively benefit from excluding part of the trinity
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
The media tour stuff may as well have been a beta for the press, they already said the potency is going to be lowered in the final release; and they can always hotfix stuff if things get 'too' weird and if things are overturned.
Journey to all fish: 1383/1729 (348 remaining) [79%]
This is technically only partially true.
While theoretically you could complete most non-savage content with literally just tanks (I’d honestly not be surprised if 4-8 Leatherworkers could solo current dungeons), that doesn’t actually apply to anything above that though.
Completing savage without a single DPS would put massive pressure on every participant to completely max out their dps, otherwise they’d just constantly die to enrage. Considering DPS is the metric of success in FFXIV, removing that from the equation is going to make things massively more difficult in any content that actually has ‘difficulty’ (because there’s usually always an enrage).
Healers though? You will not struggle nearly as much without them. I mean, between everything tanks can do to heal, the oversaturated amount of free party HP restoration and mitigation on DPS, and the simple fact the encounter time is going to be lower with faster dps, you lose out on a whole lot less than if you dropped literally every dps spot. This problem is going to be heavily exacerbated in Dawntrail
Basically, ‘dungeons’ themselves could probably completed by a Weaver and they’re intentionally made to be incredibly easy. So it’s not really valid to say ‘but you can drop dps in a dungeon too!’, because you could drop your brain out your head in dungeons and still complete them. When you start to look higher and see the same trends though, suddenly it makes a lot more sense why dropping healers is becoming such a hot topic
I know that for a while now it's been possible to complete dungeons with 1 warrior and 3 DPS. However, this is clearly abnormal.
The warrior's sustain is abnormally powerful, and they should logically reduce it.
It's not normal for a tank to be able to heal from 1 HP to full HP over several GCDs while maintaining their DPS, especially when the cooldown for this ability is only 25 seconds.
They should modify this ability by increasing the defense from 10% to 20% and reducing the sustain to a single target, and doubling the barrier value from 400 to 800 so that it is at least effective against tankbusters.
It would remain an excessively powerful tool, but at least the warrior would become a tank again and not a TANK better than the others with an integrated healer in their kit.
I’m not saying that healers should struggle that will never be the case in dungeons,
let's be honest but it’s so frustrating to play a healer with a warrior in the instance and feels to be completely unnecessary because the warrior is capable of doing absolutely all the work for us.
Full party = 15 minutes
One Tank and 3 DPS = 8-10 minutes
BLU Solo = 7 minutes or less
4 Coordinated BLUs = 5 minutes or less
Case in point overall is if you bring the damage you don't need the healing.
(un)Limited Jobs notwithstanding I think WAR Party Healing should be nerfed. WAR has been overtuned and left that way and needs to be knocked down a peg. Class is just as powerful as a Blue Mage and can make the party watch a boss fight and make the Healers and DPS watch like it's a long and drawn out Bozja Duel.
Last edited by MagiusNecros; 06-18-2024 at 01:48 AM.
Time to bring back Titan-Egi so that Summoner tanking is a thing again. Titan-Egi died for tanks just so healers can get deleted from parties anyway.
Fried popoto enthusiast.
Hey guys! MrHappy just posted a video letting us know that healer-less dungeons have been going on for multiple expansions so everything is fine and there is nothing to see here!
Thank god we have such a knowledgeable streamer tell us what we haven't already known for the last 5 years.
Warrior is just dumb.Hey guys! MrHappy just posted a video letting us know that healer-less dungeons have been going on for multiple expansions so everything is fine and there is nothing to see here!
Thank god we have such a knowledgeable streamer tell us what we haven't already known for the last 5 years.
A12S ilvl 526 https://www.youtube.com/watch?v=EgvUQTHHRNw
Matoya's Relict ilvl 530 https://www.youtube.com/watch?v=LvmDCuo70ac
Pagl'than ilvl 530 https://www.youtube.com/watch?v=hM3W4J9BAMU
Dead Ends https://www.youtube.com/watch?v=2yWSYOahQEY
Stigma Dreamscape https://www.youtube.com/watch?v=Pm2kVfVgSx0
Alzadaal's Legacy https://www.youtube.com/watch?v=VNr8SOfwWkM
I disagree here.I think this might be the only game where the difficulty has steadily gone down over time as the expansions progress because the incoming damage in dungeons has remained proportionally static while the mitigation/healing cooldowns keep getting more bloated.
It's really not asking much to be pressured into having to actually use your entire kit in normal mode content.
Coils was an absolute joke until Nael. The only reason things seem easier is because the overall skill of the player has also gone up.
Compare Garuda Normal to Zodiark Normal, and tell me the game is easier.
Healing does need a bit of a rework, but it isnt because the game is easier.
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