Even in Japan the grass is greener on the other side.There is a saying in Japan, "The grass looks beautiful green in the neighbor's house".
They also said that this is exactly the situation right now.



Even in Japan the grass is greener on the other side.There is a saying in Japan, "The grass looks beautiful green in the neighbor's house".
They also said that this is exactly the situation right now.


I really feel that if they just required more healing in the more casual content it would solve 99% of the complaints.
Besides just requiring more healing with enemy attacks that can't be dodged, there needs to be moments in trash packs and on bosses where tons of healing is required and healers can shine for their healing ability. Healing can't only be necessary when things go wrong. If they clearly telegraph when the healing is going to needed in moments like those then that would help reduce the "stress" they are so concerned about with healers.
I've been happy with my White Mage and don't think they need a huge course correct but I have a ton of ogcd healing abilities that I only use because I want to, not really because the situation warrants it.


I'm very excited to go to the JP fourms after work and put my message out there. I would like some time to craft it and make sure there are no errors using a machine translation. The messages sure come fast and I'm getting very distracted!I honestly wish I could read all the submissions, but I am afraid that my ability and time are severely limited.
My experience here has been very interesting and I would recommend it to other JP players, but with your enthusiasm, there are too many posts and it takes up other people's time...
I didn't expect to even experience Godwin's Law here lol.
It is an unfortunate occurrence in the US to associate anyone you dislike with fascism or their leaders.
I'm not a healer main, but I think it is worth repeating my thoughts about healer design. To me, healers as jobs in the world of xiv are supposed to be great mages -- or casters if you will, but who have access to a wider range regenerative, and defensive magics. However, healer jobs as they are currently designed, have basically specced all in on healing, and so if the need to heal is removed for whatever reason then all that is left is their offensive spells. Which as we know, are underdeveloped, and not exciting. WHM is designed to be a generic 'regen healer,' and not a 'White Mage,' etc. I think for healers to be better mages, they need to have a better balance of healing, and damage spells. That way, when things are running smoothly, and healing has been minimized or not needed, they still have a game to play. Healers deserve to have exciting gameplay, and not just with healing. But it is a balance, a healer needs to be able to stop what they are doing, and heal whether is be a scripted moment or when things are going horribly wrong.



One thing I would want to say is that Damage isn't random at all. I could forgive the simplistic tools and healing if there was any variance or randomness but there is not.
From the forbidden site, I decided to look at some stuff from p11s. There is only one time the boss uses Blinding Light after Dark and Light. In all of those logs I went through, blinding light always did about 51k to me when I was a healer. On one time, it did 35k, so I went into looking what I and there was a 10 percent and a shield on me when I took it. If you remove those mits and shields, it came back to 51k. Now it should be mention that of course these are rounded from the forbidden and it's just one move from one fight but I think that always bares in mind in the 17 times I cleared the fight and of the 14 I did as healer, the damage of Blinding Light always was 51k or close to it before mitigations and shields were taken into account.


I general I think tanks should have some ogcd/inherent selfhealing. But overall that should never rival what healers can do. It should never be enough to handle tank busters. It should never be (even close to) enough to do the biggest pulls in dungeons. It is fine if tanks can handle stuff like selfhealing the damage from auto attacks from bosses.
I'd prefer if none of the tank heals were completely removed. But healing potencies should be lowered a lot mostly on PLD and WAR but also GNB and probably DRK, and no more heals per target hit, and no more OGCD teamheals. If they want to give tanks stronger (still lower potency then heals from healers) emergency (self)heals, those should be GCD.
Ever since Cleric Stance was removed it has felt like the FFXIV team has been handholding healers and afraid to let WoL choose between healing and DPS actions. I often wonder if the team is too afraid that if a party wipes due to a healer being too aggressive with DPS that it would lead to a negative experience and that they are trying to "protect" healers by making their job "easy."
I wish the team would reintroduce actions that would allow healers decide how they balance their time between healing and DPS. In practice a good party shouldn't need a ton of healing and the healer should be able to participate in DPS without becoming bored with spamming a single action (*GLARE*) or two (*DIA*).
As a WHM main, I was excited when they introduced the lily system, since it added extra resource management to healing, and had been hoping for years that they would finally allow us to balance healing and DPS options... yet Dawntrail has once again become disappointing. We were given a "safe" DPS option to make us happy while still having zero trust in healers...
I wished the FFXIV team would consider skills like the ones below I mocked up that allow healers to balance healing and DPS (not just make DPS spam busy work). Skills like these allow new players to focus on healing while experience healers have the option to sacrifice resources ususally needed for healing to be spent on DPS during down times and adjust their play style to their skill levels.
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Note: Images are just concepts. The potency, level, and specifics aren't important.



It's part of why Energy Drain is so important to SCH despite being 100 potency while Broil approaches 300, actions like this serve to vent excess heals instead of just throwing them out because they're free.I wished the FFXIV team would consider skills like the ones below I mocked up that allow healers to balance healing and DPS (not just make DPS spam busy work). Skills like these allow new players to focus on healing while experience healers have the option to sacrifice resources ususally needed for healing to be spent on DPS during down times and adjust their play style to their skill levels.
![]()
Note: Images are just concepts. The potency, level, and specifics aren't important.
Right now it would just mean we want to use the lily solely for damage but coupled with changes to tank sustain and the frequency of damage it can become something you actually want to think about and encourage you to use your whole kit.


Strongly disagree on the blood lilly suggestions. The whole idea about the blood lilly is that is makes lilly heals dps neutral. Basically giving lilly heals the same function as ogcd heals, without making them ogcd. Adding that mechanics into an attack spell gives lilly heals an opportunity costs like any other gcd. And then they'd have to nerf WHM damage to keep its dps in line with other healers, and it once again lacks "ogcd" healing compared to other healers.



I actually think a dps lily spender that's instant cast and low potency (like 150 or 200) is a good solution to sometimes being "forced" to use a lily when you don't need healing but you're about to cap. Also provides a meaningful movement option without being a strict upgrade over Glare (so you'd be rewarded for finding a way to turret).Strongly disagree on the blood lilly suggestions. The whole idea about the blood lilly is that is makes lilly heals dps neutral. Basically giving lilly heals the same function as ogcd heals, without making them ogcd. Adding that mechanics into an attack spell gives lilly heals an opportunity costs like any other gcd. And then they'd have to nerf WHM damage to keep its dps in line with other healers, and it once again lacks "ogcd" healing compared to other healers.
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