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I love some of the tags people created for this thread: "remove hp from the game" is my favorite. XD
Also this so-called 'strike' seemed to last about as long as that maintenance period did.
Journey to all fish: 1383/1729 (348 remaining) [79%]
Not that I am taking part in the strike personally, but if you read the first post you will see that the strike didn't even start yet (and is planned for the future) and I don't think anyone asked for removal of hp as well. And if someone has something like that as a tag I would assume it is more of a joke or something like that



I find it very interesting that "healers want to do more damage" is a demand I've only heard from people opposed to the strike, it's right up there with "just do Duty Support lol" as shallow gotcha rebuttals and I'm not quite sure where it comes from


yet Im told healers dont want more damage? Like bruh what even is this strike. I'd be ok if ppl ask to bring back old astro cards that had variety of buffs minus TP (your and OG if you know what that is, i dont miss it) Yet asking for engaging content means increasing dungeons to be even harder.....
You open the door theres nothing in sight. You close the door wondering whats in sight. But lets be honest its probably gonna just let you down.
There's really no proper progression between dungeons, they're all the same. It's okay if early dungeons are super easy, but there's no difference between an expert roulette dungeon and a lvl 60 one. Saying "you agree to heal" is fine, but there's really not much to heal either. People have already done savage and ultimate, and they still agree it's a snoozefest. In that case, what is the solution?yet Im told healers dont want more damage? Like bruh what even is this strike. I'd be ok if ppl ask to bring back old astro cards that had variety of buffs minus TP (your and OG if you know what that is, i dont miss it) Yet asking for engaging content means increasing dungeons to be even harder.....
Can't ask for more damage buttons because "go play dps lol"
Can't ask for more incoming damage because "dungeons will be harder"
There's no middle ground for healers, which is why more and more are abandoning the role. Yes, new healers will come, but the story will repeat itself all the time until SE addresses this properly




This argument is hackneyed. A copout, and a reluctance to explore alternatives. If progression of the story is a constraint, then duty support is a feature that already exists that can essentially be the 'easy mode' for players who don't want a lot of difficulty. They can even be given the option to choose different difficulty modes for the dungeon that just adjusts the HP of the mobs/bosses and how much damage their attacks deal, and they can avoid having to design completely different encounters within the dungeon for the diverse playerbase.yet Im told healers dont want more damage? Like bruh what even is this strike. I'd be ok if ppl ask to bring back old astro cards that had variety of buffs minus TP (your and OG if you know what that is, i dont miss it) Yet asking for engaging content means increasing dungeons to be even harder.....
However, the duty finder version of the dungeon is the actual challenging one, and would also be the highest level of difficulty in the duty support version of the instance. This way, players can prepare themselves for the duty finder comfortably in order to run roulettes with other players. And again, this difficulty still wouldn't be EX/Savage level. Just somewhere between braindead and EX. Think previous dungeons that had a little more bite.
Please tell me why this is so objectionable?
I'm guessing this is a time spent healing or doing damage issue? I checked logs and healers definitely still heal on savage/ultimate or extreme but the amount of glare casts they have, for example, is...alot. I guess this is because with FFXIV generally you press one button and everyone is healed. With WoW, for example, you have to press your "heal" button multiple times to top off a player.
Only way they could solve this is by reducing everyone's heals across the board, tank, damage, AND heals, but I suspect they would then have to change their encounter design as well (getting rid of all the high-damage mechanics).
Last edited by Roshidon1; 06-16-2024 at 09:15 PM.
I am joining in the healer strike, it is 0 fun healing at all.



Yeah more or less. Healers are supposed to be balanced between spending time and resources doing damage or healing. The issue goes so deep I don't think any one thing can fix it though.I'm guessing this is a time spent healing or doing damage issue? I checked logs and healers definitely still heal on savage/ultimate or extreme but the amount of glare casts they have, for example, is...alot. I guess this is because with FFXIV generally you press one button and everyone is healed. With WoW, for example, you have to press your "heal" button multiple times to top off a player.
A) Healers themselves need to have that balanced reflected in their kit, this is obvious, more damage spells with interactions between them.
B) Content needs to be designed with a near constant background of damage output to actually tax healing output and avoidable damage once or twice should be recoverable, there's no triage spot healing if they just die. They seem to be at least trying here specifically.
C) Other roles cannot be able to comfortably cover the background healing themselves or we never get to see it. Yes this is the tank bullet point, WAR/PLD are both excessive and GNB still gets an excog every single time they use their short mit, actual literal excog has a longer cooldown.
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