


Uhh..what? How is asking for changes to make the healer jobs less braindead "refusing to heal people that don't play in the very specific way we permit"? Do you need some reading comprehension classes or something?

Technically WAR stole DRK's healing since Abyssal Season used to work exactly like BW.




I'm not recommending that Bloodwhetting should be removed, and I wouldn't expect the devs to do that.
From a practical standpoint, I think the healing potency tick on Bloodwhetting should apply once per weaponskill and not per mob, to accurately reflect what is stated in the tooltip. I also think that the healing potency on Bloodwhetting, alongside WAR's passive regen effects such as on Equilibrium and Shake it Off, should have their potency calculations adjusted so that they rapidly fall off in effectiveness as you approach maximum level in Dawntrail.
I don't expect the designers to make any direct nerfs, but I do think that they need to act right now in response to these Media Tour clears and quietly issue some healing potency 'adjustments' on non-healer roles to avoid further embarrassment with their fight designs on release.
If they want to invest time into making more sensible and engaging tank lifesteal in the future, I'm all for it. It's a popular design concept in other games when executed well. But for now, they need some damage control on this design misstep. I think these types of adjustments are the most achievable goals in the time immediately before launch.
Last edited by Lyth; 06-12-2024 at 12:31 PM.




On non-healer sustain...
FFXIV, in an effort to be as easy and accessible as possible, delivers damage very infrequently across most content in the game. This makes it difficult for tanks and DPS to offer healing as utility that doesn't step onto the value that a healer is meant to provide to the party. How I would go about trying to rectify this would be to break non-healer sustain into two categories: healing at a cost and healer support.
Healing at a cost means actions like Clemency. You can heal, but that healing costs your damage and/or your resources. For example, make an action like Shake it Off cost beast gauge. Not saying that is a specific change I'd make verbatim. It's just an example. Useful when solo and in certain circumstances, but you'd rather leave it to the healers unless they're struggling.
Healer support does not have an opportunity cost, but does no actual healing or barrier application on its own. Rather than Divine Veil applying a regen to the party, it instead provides stacks of a buff that add an additional 200 potency heal when the target's HP is restored--plenary indulgence, essentially. This allows jobs to support healers when healing is tight, but cannot replace the need for a heal. Tanks can, of course, benefit from these effects with their "healing at a cost" actions, though to get more out of their effects.
Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.




Initially, I was concerned about stressing healers, as a tank. But then I thought about it for a few seconds.
Why would someone play a healer if they don't want to heal?
Why would someone play a healer not expecting stress?
If they weren't ready for that, wouldn't they pick a DPS? (they could pick a tank but almost every new player seems to have anxiety with tanking)
And also my experience, as a tank, is that no sprout healer has struggled to heal my big pulls prior to us having these execessive tank heals.
And big pulls aren't even required - that's why single pulls exist, for people who want low stress.


Because people "Green DPS" so they get fast queues rather than to actually heal. Using self-heal as a tank is basically telling the healer they aren't doing their job.
Big, wall-to-wall pulls are annoying when the tank does not telegraph they are going to do that. Especially for people who just picked up conjurer, and get blindsided in sastasha with a tank who pulls the entire floor and then runs off.Why would someone play a healer not expecting stress?
If they weren't ready for that, wouldn't they pick a DPS? (they could pick a tank but almost every new player seems to have anxiety with tanking)
And also my experience, as a tank, is that no sprout healer has struggled to heal my big pulls prior to us having these execessive tank heals.
And big pulls aren't even required - that's why single pulls exist, for people who want low stress.




Yes pressing bloodwhetting is definitely the tank silently protesting the healer isn’t healing and not literally the first button they press deleting the need to heal in the first placeBecause people "Green DPS" so they get fast queues rather than to actually heal. Using self-heal as a tank is basically telling the healer they aren't doing their job.
Big, wall-to-wall pulls are annoying when the tank does not telegraph they are going to do that. Especially for people who just picked up conjurer, and get blindsided in sastasha with a tank who pulls the entire floor and then runs off.
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

I don't really see it happen in early ARR content.
I believe most tanks in this range are either a) timid (because of inexperience) or b) experienced enough to know that most other jobs lack AoEs at this level.
Without the party having these AoEs, pulling multiple groups just makes it difficult on sprout healers for little gain.




I've green DPS'd since ARR. I really mean this - when I picked up Conjurer for the first time in ARR itself and got Cleric Stance, I immediately used it and did DPS when I wasn't healing.
I didn't raid then, I didn't talk to anyone about optimization then, I wasn't even beyond level 32 on Gladiator (since I needed a Conjurer to become Paladin). In fact, I didn't really know what a tank was then; I just liked the shield.
And despite all of that I was perfectly fine doing DPS as a healer whilst actually healing a lot when needed.
The crazy thing is that the healing requirement in lower level dungeons is higher than max level dungeons. How does that even make sense?
No, it's the tank saying "I want to do your job for you because I can". Because that's what tanks are thinking when they do it. Which raises the question of if they should be able to do a healer's job for them and to what extent.Using self-heal as a tank is basically telling the healer they aren't doing their job.
I agree that it's annoying when a tank is not clear and anxiously pulls one pack then suddenly changes their mind to pull two. As for me though, I sprint immediately and I think it is quite clear what I am doing and that I am not hesitating.Big, wall-to-wall pulls are annoying when the tank does not telegraph they are going to do that.
Well Sastasha is one thing. If SE wanted to add walls to it that's fine. It's the first dungeon. But that is no reason for level 90 and level 100 dungeons to be designed as if they are the first dungeon (or to even involve less healing than that).Especially for people who just picked up conjurer, and get blindsided in sastasha with a tank who pulls the entire floor and then runs off.
I could pull a crazy amount in Sastasha but I try to only pull a smaller amount of packs so I don't overwhelm them in their first dungeon, especially if it's a sprout.




I did a little WAR in EW here and there were more then a few times in Expert roulette where the healer would die on a boss and it literally made zero difference.
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