Do you enjoy spamming 1-1-1 for most of the fight ? Is the japanese community really fine with this design ? I seriously doubt that.Hello, I am from the Japanese community.
I use a translation tool so sorry if my English is poor.
There was a post in the Japan forum informing me about this thread and I learned of this shocking move.
First of all, I would like to state that these are my personal thoughts and not the consensus of the Japanese community.
I'm sorry that I may not be able to reply very often, as I really need to use a translation tool to communicate with you.
Regarding the issue of healers' attack rotation being too monotonous, Japanese players' reaction is quite different from yours.
Almost no one has a problem with the attack rotation.
I don't know why they think differently than you do, but one opinion I sometimes see is “if you want to attack, just play DPS”.
I don't recall seeing a more specific discussion in the Japanese forum than this opinion.
Unfortunately, your opinion will not be accepted in the Japanese forum.
But I am not going to disagree with you guys.
I usually play mainly as a healer in Extreme and Savage (etc.), but I also play as a DPS or tank if I want something different and exciting.
When pointed out to me, I have a feeling that this “when I want a different excitement” may stem from the fact that the healer's attacks are too simple, and I feel it when I get tired of them.
However, I myself do not see the need to change anything about the attack spells.
I may need some more time to think about it.
For now, I will just be very curious about the differences in opinion between the Japanese and English communities and will keep an eye on what happens in the future.
Thank you.




Hello, and welcome to the English forum! I would like to thank you for your input and taking the time to run your thoughts through a translator so we can understand you clearly.Hello, I am from the Japanese community.
I use a translation tool so sorry if my English is poor.
There was a post in the Japan forum informing me about this thread and I learned of this shocking move.
First of all, I would like to state that these are my personal thoughts and not the consensus of the Japanese community.
I'm sorry that I may not be able to reply very often, as I really need to use a translation tool to communicate with you.
Regarding the issue of healers' attack rotation being too monotonous, Japanese players' reaction is quite different from yours.
Almost no one has a problem with the attack rotation.
I don't know why they think differently than you do, but one opinion I sometimes see is “if you want to attack, just play DPS”.
I don't recall seeing a more specific discussion in the Japanese forum than this opinion.
Unfortunately, your opinion will not be accepted in the Japanese forum.
But I am not going to disagree with you guys.
I usually play mainly as a healer in Extreme and Savage (etc.), but I also play as a DPS or tank if I want something different and exciting.
When pointed out to me, I have a feeling that this “when I want a different excitement” may stem from the fact that the healer's attacks are too simple, and I feel it when I get tired of them.
However, I myself do not see the need to change anything about the attack spells.
I may need some more time to think about it.
For now, I will just be very curious about the differences in opinion between the Japanese and English communities and will keep an eye on what happens in the future.
Thank you.
Concerning your post, I would like to address something specifically. You mentioned that the monotonous attack rotation for healers isn't a problem for Japanese players, and changing it would not be well-received. I obviously cannot speak for the Japanese playerbase, but the western region is very diverse. Not all healers are of one mind when it comes to how a healer's offensive kit should be designed. Some of us do not mind a simple damage rotation, while others would prefer to have something a little more complex, rewarding, and dynamic. Even among these players, they are split further between those who want more offensive because they require a style of gameplay that requires them to constantly choose between damage and healing to feel engaged, and those who want more offense because current healing requirements are so low that they want something more to do.
Please understand that healer offense is but one of several aspects of healing that healers take issue with. In my original post there is a manifesto that highlights five main points and offense is only one of the five. No matter how diverse healers are here in the west, what most of us agree on is the healer role has been eroded over time to the point that it is no longer fun to play. The experience outside of blind runs and progression parties are unfulfilling and boring. There are multiple problems with this role that has lead to this conclusion.
I hope this was helpful for you, and again I would like to express appreciation for coming over to share your thoughts.
Happy gaming!
Last edited by Gemina; 06-12-2024 at 03:50 PM.




Hello.Hello, I am from the Japanese community.
I use a translation tool so sorry if my English is poor.
There was a post in the Japan forum informing me about this thread and I learned of this shocking move.
First of all, I would like to state that these are my personal thoughts and not the consensus of the Japanese community.
I'm sorry that I may not be able to reply very often, as I really need to use a translation tool to communicate with you.
Regarding the issue of healers' attack rotation being too monotonous, Japanese players' reaction is quite different from yours.
Almost no one has a problem with the attack rotation.
I don't know why they think differently than you do, but one opinion I sometimes see is “if you want to attack, just play DPS”.
I don't recall seeing a more specific discussion in the Japanese forum than this opinion.
Unfortunately, your opinion will not be accepted in the Japanese forum.
But I am not going to disagree with you guys.
I usually play mainly as a healer in Extreme and Savage (etc.), but I also play as a DPS or tank if I want something different and exciting.
When pointed out to me, I have a feeling that this “when I want a different excitement” may stem from the fact that the healer's attacks are too simple, and I feel it when I get tired of them.
However, I myself do not see the need to change anything about the attack spells.
I may need some more time to think about it.
For now, I will just be very curious about the differences in opinion between the Japanese and English communities and will keep an eye on what happens in the future.
Thank you.
First of thank you for making the effort to go through a translator to give us your Personal opinion.
A big thing for many of us is that we had had our damage spread over a wider variety of actions back before the changes made in patch 5.0.
Back then Scholar had a number of damage over time spells to keep up time on. But as they provided most of the damage, putting them up and then keeping them up gave you Something optional to do, if healing a particular party was not exciting enough on it's own.
It also made it much less necessary to keep up global cool down damage spell casting, as most of your damage came from the applied DoTs, so just putting them up and ignoring the rest of the damage spells was already a noteable contribution to killing enemies.
This allowed less optimizing players to just put up a damage over time or two then focus on healing.


The non-healer roles are providing an extra 50% worth of mitigation for this mechanic? I'm not saying the healers aren't healing, it's that it's impossible without the extra mitigation.
If they removed the vast amounts mitigation from the other jobs than I assume they would be changing the damage numbers to account for this.

I think the math more adds up to ~30% over the entire mechanic IIRC, since the hits go on longer than each of the mits you need to effectively space them out for the best effect. that is usually where the issues of 'not enough mit' stem from... blowing everything at the beginning of a mech then realizing there are 2-3 more hits of pain left after everything falls off. There is still an issue where some healers just don't press healing buttons during those mechs, and that is bad.The non-healer roles are providing an extra 50% worth of mitigation for this mechanic? I'm not saying the healers aren't healing, it's that it's impossible without the extra mitigation.
If they removed the vast amounts mitigation from the other jobs than I assume they would be changing the damage numbers to account for this.
In all effect they'd either need to do that or buff the healer's mit % and/or duration to best compensate.
~Mew
~~Thank You Niqo'te
grats on page 100
let's keep going to page 200
and the only way to do this is if u ignore the haters and not get into a cesspit of personal attacks with them
u dont want to give the mods any excuse to lock and censor this do u
Healers should probably be reconfigured to heal when necessary but to provide buffs when they are not. ATK UP, DEF UP, Haste(reducing CD timers for party), skill speed up, spellspeed up. Pulsing out Party buffs I feel would be engaging for a healer class instead of spamming Glare or Broil over and over again.
Probably not gonna happen though.



I'm an all-rounder with main focus on dps > Tank > Healer, but you got my voice! Players who main healers deserve more love (As do everyone)
Adding more DPS buttons is just one of many possible solutions. Others can be creating short-duration buffs or debuffs applied to targets, retaliating barriers, etc. Or it can be achieved without touching healers at all, instead changing encounters, creating new engaging healer-specific mechanics, and so on. There are many possibilities for how to fix the Healers problem, there are thousands of pages in many threads across the 5 years.
Also, I tried to write a more detailed answer to Nanami-san, that our goal is not just to add more attack spells, but my Japanese is too rusty, and the friend who can help me with that is currently asleep cause it's 2:50 a.m. in Tokyo.
Other players will not see people refusing to heal and say "players are the problem". Even healers who actively play can admit the role is braindead and a majority of the content now braindead along with it, they just accept it. Non healers mostly know they're going to roll through the 40 hour MSQ as well, even without the media tour confirming it. They just accept it. The strike is instrumental in bringing in a wider audience who are settling into the stage of demanding better.
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