Was planning on picking up WHM in DT again, but I think shelving the Job for a little longer would be good for the role overall.
I'm in.
I might not use any Social Media sites, but I'll support the movement as much as I can.
Was planning on picking up WHM in DT again, but I think shelving the Job for a little longer would be good for the role overall.
I'm in.
I might not use any Social Media sites, but I'll support the movement as much as I can.
#FFXIVHealerStrike
Improving WHM in Dawntrail
Get rid of the Free Cure Trait and have Cure I naturally upgrade to Cure II | Give WHM more opportunities to cast Glare IV by either making Dia potentially proc into Glare IV for every second the DoT timer goes down when the ability is unlocked, let it be a separate GCD ability that has a 15 to 20 second cooldown, or decrease Presence of Mind's CD to 60secs | Decrease Aero / Dia's DoT timer to 15 to 20 seconds. | Reintroduce Aero III or a Water spell as a weaker version of Glare IV at an earlier level.



Just here to voice my support. I'm not a healer player, I just think it's really unfair how neglected healers are, frankly. Dunno how I can be of much impact aside from just very adamantly supporting you guys and idk if there's enough traction for a discord at some point and enough people start arranging PFs instead of using DF and need filler bodies I can at least do that. I'll make a signature too [that'll show 'em!]
I want to bring this old post of mine forward as it provides some details as to what is wrong with the Healer role at this time. If anyone would like to add to this list, go ahead.
- Damage Output in most content is TOO LOW for Healers to use their entire kit, with the exception of Extreme Trails, Savage Criterion Dungeons, Savage and Ultimate Raids.
- Healers are BLOATED with Healing abilities that they do not need or use.
- GCD Healing (i.e Cure II, Benefic, and so forth) is discouraged in favor of overpowered oGCD abilites. Even WHM, a Job that technically is a GCD healer, is guilty of this to some extent.
- Tank Sustain / Mitigation is too strong right now. With a Job like WAR, a 1 Tank 3 DPS team can survive a max level dungeon with no healer. In Dawntrail, Tanks and some DPS jobs have received new Healing bonuses and abilities, which will likely cause all healers to heal less in all content.
- Bad levelling experience. From Level 1 to 90, you only get a total of 3-5 DPS abilities for each healer. We get new DPS actions on DT, but most are locked behind another ability that has a 120sec cooldown.
- Healers get the short end of the stick when it comes to rewards. They are last in line to receive Savage gear. And most of their armor is just hand me down robes from the Caster DPS, but colored differently.
- All this accumulates to boring downtime. Because of all the issues listed above, healer gameplay is simply pressing one button plus the occasional DoT ability and oGCD Heals. Gameplay is very stale and can get boring quickly.
Last edited by currentlemon; 06-09-2024 at 12:16 PM.
#FFXIVHealerStrike
Improving WHM in Dawntrail
Get rid of the Free Cure Trait and have Cure I naturally upgrade to Cure II | Give WHM more opportunities to cast Glare IV by either making Dia potentially proc into Glare IV for every second the DoT timer goes down when the ability is unlocked, let it be a separate GCD ability that has a 15 to 20 second cooldown, or decrease Presence of Mind's CD to 60secs | Decrease Aero / Dia's DoT timer to 15 to 20 seconds. | Reintroduce Aero III or a Water spell as a weaker version of Glare IV at an earlier level.


I'll be working on a "no healer" log that will act similar to the blue log in game. Track what content you've done without healers and compare to your friends!
Player




told my friend about this and they are going to now be another healer who will not be available for dailies etc




Day 1 of pointing out something wrong with Dawntrail Healer Design
Why does Astrologian now have four different single target mitigation OGCDs? Bole, Spire, Celestial Intersection, and Exaltation... You can count Bole and Spire as one action if you want since they're two cards in opposite draw spreads, but all four of these actions do some combination of reducing damage taken or providing an HP barrier to soak damage taken. Technically, all of these are different, but they all serve to accomplish the same goal: protect the tank or another individual party member from sustaining a large hit.
Why do we need that on three/four different buttons rather than consolidating that down to one? Bole was mitigation before and has since returned. Okay, great, but then why are Celestial Intersection and Exaltation still in the game? Exaltation's delayed heal is quite thematic, so perhaps that's the one that should stay, but there's no reason for all of these to exist at the same time.
We don't have room for more attack spells, but we have room for three/four of what is effectively the same thing? Make it make sense.
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.



+1
Glad I had a feeling I should gear Dancer back when I was also gearing my Scholar. Whenever I return to the game, ill be supporting the cause.

I think something that would help make healing more engaging in dungeons would be to have trash throw damage onto anything other than the tank. Have the trash do things like put dots on random party members, focus attack a random party member, use stack marker aoes or just aoes in general would be a good start.
It's silly because the trash in Criterion dungeons does exactly that, but whatever reason they've determined such things don't belong in normal content.I think something that would help make healing more engaging in dungeons would be to have trash throw damage onto anything other than the tank. Have the trash do things like put dots on random party members, focus attack a random party member, use stack marker aoes or just aoes in general would be a good start.
Heck, even deep dungeon enemies have varied mechanics you have to play very carefully around due to often being immediately lethal to non-tanks (And sometimes even tanks).
Last edited by KageTokage; 06-09-2024 at 12:58 PM.
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