

I just want some competent job design along with a mild difficulty curve. Asking for more seems to much right now.
#FFXIVHEALERSTRIKE Discord: https://discord.gg/BKF6YSUDXc
Frontlines Guide: https://oliguide.carrd.co/
Calling it a strike is just hyperbole. The big ask. I mostly play healer for a fast queue time so hey I'll just sit and wait and get to play dps anyway. Not only taking away from the healer supply but adding to the demand is even better.
Anyway the issue isn't healers needing more damage options really. It's that there is hardly any unavoidable damage in the game at all. Boss auto attacks, they might as well do nothing and just sit there staring at you like the striking dummy they are. It's not hard or game breaking to add in a good bit of more random dispersed damage. A boss howls to start an aoe attack? Why not have that deal unavoidable damage to everyone. Trash packs can do more than just auto attack the tank. Make them occasionally target a random other player and poke em. Better yet also bring back aggro management so healers have to assess how much healing they can put out at a time and when.
And we shouldn't be catering to rpers and plotwatchers who have never seen a duty without the message, "a player is new to this duty and a bonus reward will be granted..." They will never do that content ever again. But honestly, by level 50, some amount of skill must be required to play the game. And this is an mmo like it or not. If someone can only stare blankly at their screen with drool running down their chin as they wonder if Thancred is going to cry about how much he misses Minfilia again, you're going to wipe.
And that's that. If you can't clear a piece of content, you're not going to progress. That's a video game. Is this a video game or a cutscene simulator like FF16? A silent movie? At least FF16 had the graphics for it and voice acting.
Adding unavoidable damage and cleansable effects isn't going to gate anyone who is able to get to level 50 anyway. People are citing a problem that doesn't exist. At some point the game is a game and not an rp platform.
Also raids are invalid and raider opinions are invalid. Raiders can go pay a hooker to get their balls stomped on for the same effect.
I cannot express how as a healer main with over 5200 hours in this game, and not having my sub lapse a single time since I started in Stormblood, I am so desperate for the healer role to be improved. I feel like I have not only been let down, over, and over, and over after every update since Shadowbrigers, but it's to the point where I ligitamately don't feel like the role is given any consideration or respect anymore. I choose to play a healer because I want to be that kind of support in the party, I want to have that responsibility. Yet I have none of it. When almost every single piece of content in this game can be completely cleared without my role, when tanks and even DPS have so much mititation and self healing that I don't even have to pay attention to the game anymore and continue to press 1 button with no engagement at all, it's depressing. It's infuriating. I'm lucky enough that the static I'm a part of allows me to coordianate all the healing, all the cooldowns for the entire party so that I can at least feel like I'm doing my job in the role that I want to fill, but why do I have to do that in the first place? Why do I have to tell everyone else when to heal in order to fulfill the fun of that role when I'M THE ONE PLAYING THE HEALING ROLE. It's so disheartening when the communication from the dev team is so extraordinarily tone deaf when it comes to healers.
I chose to play this role. I chose this responsibility. Please let me have it when I queue up as a healer. I just want to be a healer and actually have engaging fun doing that. I'm almost at the point of begging if they would listen. I love this game to death. It means the world to me. I want nothing more than to have them finally listen to the people who play the role and know what they want from it, because it's painfully clear the developers don't play healer and don't understand what the appeal of it should be. This is the first thing I have ever posted on the official forums because I feel that strongly about this. I hope the more voices we can add the more attention we can get.



For all the people recently who say that "it's not that healer needs more damage options, it's that there's not enough damage going out", I have to ask you all.....
What do you do when there's nothing to heal? Do you keep up your damage? If so, do you not find your 2111111111112111111..... rotation boring?
There is actually zero possible way to make it so there's no downtime in this game. You can attempt to shorten the downtime, but you also have to keep in mind that the shorter the downtime becomes, the less time you also have to recover mistakes. This would undoubtedly raise the skill floor and would thus be not considered for regular dungeon content.
A solution should target all levels of play, it shouldn't be a half solution that cannot be applied to the content where healers are currently suffering an identity crisis the most.

Yes i keep my damage up. no, i don't find it boring because i don't just use 2 skills. that would greatly reduce my damage.
Before Dawntrail it looks like this:
Whm: Assize, Dia, Afflatus Misery, Glare 3, Holy 3
Sch: Energy Drain, Biolysis, Broil 4, Art of War
Ast: Fall Malefic, Gravity 2, Combustion 3, Stellar Detonation, Macrocosmos, Lord of the Crowns
Sge: Dosis 3, Phlegma 3, Eukrasian Dosis 3, Dyskrasia 2, Toxikon 2, Pneuma
I know Holy 3, Art of War, Gravity 2 and Dyskrasia 2 are mainly used in dungeons, but they are still damage skills.
If you want something different, just play with only half of your healing skills and remove most of your insta heals, or just use only all the upgraded versions of the skills you had in heavensward. Its an option, right?!

I understand what you mean, but some people here want more damage and give this example of 2111111211111 which is unrealistic and others want a complete overhaul, so whatever Square Enix is going to do, they're going to do it wrong.
The other thing is, and this really annoys me, we know the skills as of May of this year and we know one dungeon, but everyone talks like they know exactly how easy or hard all the content is going to be.
Actually, giving Healers more filler options is probably the easiest solution since it doesn't require content to be changed or adapted to deal higher damage. It is also the most "noob" friendly of the two options.
Your main role as a healer is still to heal, so giving you more to do after you've completed that objective doesn't change the baseline complexity of the role. New healers can still focus on healing and more experienced healers can divert their attention to the secondary part of their kit.
You can also get a more interesting filler gameplay without adding any buttons, just by making the skills passively interact with each other so that there is another layer of decision making in your moment to moment button presses. (Which is what the "more dps buttons" crowd really wants)
And about how people know how easy or hard content is going to be, well we've been here before. Twice already, in fact. Back in ShB and then EW.
Last edited by GrimGale; 06-15-2024 at 08:38 PM.



The 2-1-1-1-1-1 it's not unrealistic, its quite literally the bulk of our rotation and every healer even in savage can find that pressing those buttons is over 70-80% of the total GCDs (and the 1 alone can easily be over 50% of the total actions). Its a design disaster.
We know that the devs said they won't change the difficulty of the standard content and the problem goes beyond the content. They also said there woudn't be major changes other than potencies, as expected by everyone. They won't overhaul or do big changes from a build of May when the xpac is released in June and the combat is largely solved. We know how we'll play and we know that the DT changes can barely be called changes
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