
It's indeed what I said. But since it's an healer topic and the quote was about healer I talked about it. Yet it's the same problem for every jobs and that's why they homogenize all of them and make all of them easier. You even quote my post. What are you doing?We can play this with ANY job. Have you never:
Seen a tank not using their mitigation? Using ALL of their mitigation at once? Not grabbing a mob off someone? Just auto-attacking?
How about DPS? Not using their AOE (when they had the skill available)? Using an AOE when they should have used single target (boss)? Dropping their dots? (less of an issue now). Not using and debuffs to boost DPS or help out with mitigation or self-heals?
And in case you think that I think healers are blameless- the answer is "no"- I've seen 0 damage healers, - healers that didn't heal were rarer by the way, healers that didn't understand LD, and likely more issues.
The point being that adding additional skills to any job may cause confusion- i.e. cognitive dissonance/overload , I would expect that someone attracted to healing would want to be put in the position of making decisions. We can discussion on how it is split between healing and DPS, however my own experience with skilled healers (and no I do not mean me /s) is that they are not easily "confused".
Clean everything before any nerf is my goal. No matter the time needed to reach the last hp and beat it.
twitch.tv/jeycht
Homogenization will always be a thing because you are mixing only two base ingredients: the damage you take and the damage you give. You only mix up the ways you manage them and the ways you display them.Having been playing a long time myself, I've never felt, personally, like I wanted to do content without a healer. Is it possible? Yes. Its also possible to do a lot of content without a tank. And its also possible to do a lot of content without a DPS, too. I remember doing stuff with nothing but tanks, or all white mages, ect, all the time.
I mained Monk through ARR to Stormblood and switched to Gunbreaker in Shadowbringers. Healing has always been my second role. The only complaint I've ever had is it would be nice to have more to DPS than 1 DD, 1 AOE, 1 DOT. But I don't see how a whole array of DPS abilities would work with limited hotbar/controller space without fundamentally removing the vast majority of healing options.
The problem with the healer kit is that, to be most efficient at your job damage-wise—which is often a requirement set by the game itself in harder content—you can almost always only use two to three buttons in a very uninteresting fashion, without combos and special interactions like damage dealers or tanks have.
How this should be changed is entirely up for discussion after hearing options from SE. We really just want to be heard and for the game to be changed in a way that does not negatively impact other players. We want our gameplay to be better, not for yours to be worse. Even the latest content is becoming much less enjoyable more quickly due to poorly designed damage kits. Please let us have fun. Thank you.
Last edited by Exino; 06-17-2024 at 09:11 AM.

I guess you gonna ignore the fact that I'm healer too. And I don't want those change.Well, homogenization will always be a thing because you are mixing only 2 base ingredients: the damage you take and the damage you give. You only mix up the ways you manage them and the ways you display them.
The problem in healer kit is, that in order to be most efficient at your job damage wise, which is often a game requirement set by the game itself in harder content, you can almost always only use two to three buttons in a very uninteresting fashion, without combos and special interactions like damage delears or tanks do.
How this should be changed is entirely up for discussion after hearing options from SE. We really just want to be heard and for the game to be changed in a way that does not negatively impact other players. We want our gameplay to be better, not for yours to be worse. Please let us have fun. Thank you.
When I played years ago I was thinking "oh, not much damage, why do I need to heal?" I don't anymore.
Again, it will only be a illusion of choice. It's not better on other jobs. You only think it is because you see a shiny button up after doing 123, or using jump 2 times you have another ogcd to click.
I see the game as a "puzzle" you try to complete it. I don't care about how much buttons I have to press to do something.
Clean everything before any nerf is my goal. No matter the time needed to reach the last hp and beat it.
twitch.tv/jeycht
But let it be 123 or 111211123, not 111111111. I can't believe you like having such massive windows of one-button spamming. If the game design allows for such long windows, it should compensate by making these windows more engaging and/or less boring.I guess you gonna ignore the fact that I'm healer too. And I don't want those change.
When I played years ago I was thinking "oh, not much damage, why do I need to heal?" I don't anymore.
Again, it will only be a illusion of choice. It's not better on other jobs. You only think it is because you see a shiny button up after doing 123, or using jump 2 times you have another ogcd to click.
I see the game as a "puzzle" you try to complete it. I don't care about how much buttons I have to press to do something.
We want options for when it comes to moments when the game doesn't require us to heal. How this can be done is up for discussion after SE acknowledges the problem and show us the options.
Last edited by Exino; 06-17-2024 at 09:31 AM.

idk. Not a problem to me.
I mean, there is a lot of people (dps and tank) willing to have all combo on 1 button to only have to click 1111111; making it the same as an actual healer.
So the question is, why those people want a gameplay that looks like healers, but healers want it more? It's weird.
Clean everything before any nerf is my goal. No matter the time needed to reach the last hp and beat it.
twitch.tv/jeycht



As has been discussed in this thread:
snip
~~Manifesto~~
[*]Over simplified DPS rotation
Every job in FFXIV has a 'filler GCD' skill that they press when there are no other requirements. No role in the game pushes this skill more than healer. Not by a long shot. Our offensive capability should still feel dynamic and rewarding. Yes, we are healers, but we are also casters.
Why hasn't it been posted anywhere?
Last edited by WeakestZenosEnjoyer; 06-17-2024 at 08:49 AM. Reason: tone
It literally isn't. That person said they want more things similar to Red Mage, where you cast an ability and it causes other things to happen either by chance or guarantee, IE - Traits (Like Red Mage Dual Cast).
All I get form that post you quoted is that DPS is simple, it doesn't offer solutions or explain EXACTLY what they want from it other than it should feel 'dynamic and rewarding' while simultaneously complaining about everything else.
If people believe that healers are unnecessary in ultimate content because of goofy records showing a couple of warriors doing UCOB, they obviously haven't experienced ultimate content. Healers are essential. It can be amusing when, on occasion, eight exceptionally skilled players pull off some trickrun-level antics for evergreen content that's been around for years. However, if you take those runs as the rule or the meta, you're mistaken.
For expert roulettes and some trials, it's true that healers might not be strictly necessary. But in those cases, neither are tanks or DPS. It might seem like DPS are crucial, but the checks can often be completed with just two players. We've all been in roulettes where this has happened at least once, and a DPS can tank nearly any buster if properly mitigated in that content as well. Classes are designed to cover for each other because the game itself is easy unless you're tackling hard content.
Once you engage in hard content, you'll realize that no mechanic can be survived with just DPS group mitigation. Every mechanic has a mitigation threshold, and none are balanced for just Addle and Feint being sufficient. Reprisals and healer mitigation are also always necessary. If you have a problem with tanks mitigating mechanics for your group, that is just unreasonable. Removing tank group mitigation would merely make them weaker DPS. Strive for more, not less. Removals should not be an option. You wanted more from the expansion spell previews, not for them to remove things. Be creative, not deconstructive.
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