Adding my name, though I've been on strike since 5.0, the first time CBU3 took a chainsaw to AST. I've not put a single XP into any of my healers since the launch of Shadowbringers.
Adding my name, though I've been on strike since 5.0, the first time CBU3 took a chainsaw to AST. I've not put a single XP into any of my healers since the launch of Shadowbringers.
"Once upon a time, you were the based healer, who could carry any tank through the largest of pulls! Now you're just here because the Duty Finder said you have to be." - Lucy Pyre

It feels like a lot of posts just went missing, guess the mods are following up on reports for the more... aggressive folk who were posting in here
~Mew
~~Thank You Niqo'te
Whole heartedly support this cause, count me in
Edit: it's pretty mental how people are against wanting a role to stop being so damn boring,
Last edited by JuicyHeals; 06-13-2024 at 01:22 PM.
I think more then anything I just want healing to be less of a flowchart with more randomly distributed damage/dispellable debuffs you have to actually react to instead of just seeing the mechanic/cast bar, popping your cooldowns, then calling it a day.
Making boss auto-attacks non-trivial and consistently active during mechanics would also further put stress on both the healer and tank alike. There's just way too many breaks where you're at the leisure to top everyone off and/or pre-shield before the next instance of damage occurs.

I would say more dispellable debuffs would be nice, especially stuff like Pallas Athena and T.G. Cid's Crush helm, where you have to time the dispel for maximum effect. The increased use of bleeds and poisons making basic regen more useful was also pretty nice in the 2nd raid tier this expac.
As for randomly distributed damage, as long as it didn't feel like arbitrary damage for the sake of busy work, I guess it would work.
~Mew
~~Thank You Niqo'te
Do harder content.
The vast majority of you are calling healing in this game easy because you're comparing it to tanks and DPS in content where enrages don't exist for the DPS to fail and tanks have to go out of their way to die. Yes, healing is boring when you don't have to think. You don't get to practice doing difficult content in alliance raids the way DPS do because your difficulty comes from the content
So let's talk about each of the points in your manifesto:
Self-sustain and healing abilities given to other roles:
- The basic personal healing abilities are necessary to make DPS and tank roles function at all in solo content
- Yes, Warrior does a very good job replacing the role of a healer in basic dungeons because it's designed to be casual content. Instead of complaining that Warrior can do it, try getting three friends who want to DPS and being the healer for them
- RDM and SMN having raise has been a contentious topic for as long as we can remember. I won't address it here
Over simplified DPS rotation:
- In general, we don't get to have a complex DPS rotation on healers because the complexity comes from healing. You are encouraged to optimize your healing to increase your damage. If you can get away with only ever using those oGCDs mentioned later, you have optimized well, and you are rewarded just like a Ninja who pulls off the perfect burst window
- Astrologian's DPS complexity is on par with that of some of the most difficult DPS classes because of the impact of cards and the decision-making that comes from randomness
- White Mage benefits from optimizing lily usage, and getting the perfect timing to use rapture as a cure, a burst movement, a double oGCD window, and an effective mana regen is a very rewarding feeling
All of these classes have much higher complexity scaling as your content gets harder, so do harder content
Homogenization of healer jobs:
- White Mage is still the best at pure healing, and yes, it matters in harder content
- Astrologian played optimally makes you feel like a setup god. Getting to plan something in advance by 20 seconds just to watch everyone's HP bars immediately refill to full is wonderful. And yes, I miss Nocturnal Sect. If you wanted a strike to get that back, I'd be there.
- Scholar has the best shielding bar none, and that shielding is something necessary to pull of very unique strategies in harder content, often letting you cheese huge amounts of LB meter or ignore mechanics altogether. UWU LB cheese is beautiful. e10s Updog is adorable. Any time you see one of those mechanics that sets everyone's HP to 1, spam out a couple succors for huge LB generation
- I don't play Sage, but people seem to like it
Excessive oGCD heals:
- I just disagree. These are important for making DPS enjoyable as mentioned above
Lack of threat level in nearly all forms of content
- Do harder content



I think that's why I'm pushing to have the entire text placed into the subfield below the opening post. I can only hope that I can catch Gemina at some point to see what they think about what I said. Something I noticed from JP is anger that we are not proposing solutions to the problem, when we really have proposed serious solutions to problems. But after awhile, you get tired of trying of being an armchair game designer, especially when the developers are as silent as they are for the support role. Like I said earlier, I think putting the entire post in hb tags would alleviate this complaint significantly, as Recon does propose many fixes for our current problems within the post, while explaining why it has come to this point. I really want it to have maximum visibility, that news article I read only mentioned the first few posts, and I fear context will be lost without it being shoved in people's faces. HB tags are really useful for stuff like that.
I'm not going to base my entire enjoyment of a battle system on the encounters. Job design lasts for multiple years of an expansion for it's players, while encounters are progged, farmed, and killed within weeks, if not days. If we have a failed fight, or god forbid, a failure of a tier, that's too much at risk for combat enjoyment. Square Enix has gone out of their way in harder content to increase the amount of things that will instantly wipe the entire party when even a single thing goes wrong, leading to healers and to a lesser extent, tanks, being unable to salvage or learn how to crisis manage as the party is instantly vaporized. As long as supports are disproportionally affected compared to DPS by the fact that learning the game and playing competently actively makes it less fun, we will never escape from this mess. If the job isn't inherently fun without being propped up superficially by encounter complexity, the design is flawed. We had this in Stormblood, it's not unheard of even in this game.
I have also been considering what I can do after DT's release, and I was thinking about booting up my recording software again and recording some dungeon runs. In Shadowbringers, I was getting a bit tilted that people were dumping on DRK sustain during boss fights, when someone said it couldn't solo a boss from 10% if everyone died. So I recorded gameplay of myself on Quezalcoatl, killing it solo, from 100% to 0%, without the need of healers or DPS, mainly to prove a point about hyperbole. I know that's a minor thing, but I was thinking, with DRK now having a fixed LD and Excog on Shadowed Vigil, perhaps I can do something similar. Take the tank with the "worst sustain" through every DT dungeon at launch with 1T3DPS, so it can be proven that it isn't just WAR being broken. The fundamental foundations of the content just makes healers irrelevant. I'm not good at the game, I'm a washed up ex-raider, but maybe a playlist of videos like this a little after launch would be useful to someone.




Why should a job only be semi tolerable in the hardest content in the game, only about 30% of people attempt savage, why is the healer role just “not for those people”
As for all of your savage points they continue to whittle down the difficulty and the optimisation of these every single expansion leaving us nothing to do.
WHM IS UNMATCHED IN PURE HEALING- yeah but where do you even use it, WHM is last in useful throughput healing, even SCH is near twice as strong as it
AST IS EQUAL TO THE MOST COMPLEX DPS- yeah that’s why they are ripping all its complexity out
USING A LILY AS ALL THREE THINGS IS AMAZING- yeah when we didn’t have weave windows on glare and didn’t generate them faster than we could ever realistically spend them
SPAMMING GLARE MORE HECAUSE YOU OPTIMISED YOUR GCD HEALING AWAY IS LIKE A NIN DOING ITS BURST WINDOW PERFECTLY- no it’s not because my reward is more glare spam
The classes aren’t fun in casual content and all our avenues to optimise in savage are getting whittled away, why does SCH need more recitations, why does it need a WHM mode.
Nothing makes sense in the design of healers
Last edited by Supersnow845; 06-13-2024 at 02:51 PM.
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