Please excuse the fact that this is as close as a TLDR as you can get from me, partially because it's just not a simple topic.
Many dedicated Healer Role players — whether strictly "Healer Mains", or just frequent "switches" between Healing and other Roles — are no longer having fun in the game, a problem that has been escalating for years on end without any perceived developer action (and in fact, repeated comments from the developers dismissing the concerns).
As for the reason that Healers aren't having fun, that's a complicated sum of a large number of factors that have all reached, basically, "critical mass":————————————————————————————
- Healer Damage rotations have been repeatedly-"pruned" and simplified since Stormblood, reaching rock-bottom at Shadowbringers with the reduction of Healer Damage rotations to strictly "apply 1 dot every 30s, and then spam one single key for the next 27.5s, and then repeat", for the duration of entire encounters. This has become mind-numbing.
- Healers cannot fall-back on "Healing rotations" to engage them instead, because the design of content, the pacing of enemy actions, and the excessive and legitimately "bloated" Healing tool-kits that keep getting added each Expansion have rendered the need for actual "healing" to be near-zero — in the sense that simply continuing to spam your 1 damage key while cycling-through your gigantic bag of OGCD Heals will be sufficient to clear almost any content in the game.
- It's true that the most difficult content, or even just chaotic and mishandled "lower-tier" content, can force Healers to use their GCD Heals, and their overall kit, more aggressively (or at all). But this creates a problem where Healing is the one Role that becomes actively less-interesting the more experienced that you are with a piece of content, and the better that your fellow Party Members play — once you are no longer panicking or "repairing chaos", then you're back to simply having nothing to do except 1 30s dot, spam 1 filler Spell for 27.5s, repeat.
- On top of all of this, the developers — struggling to find ways to add any "new ideas" to Jobs over time — have repeatedly expanded the amount of not just personal, but also Party-wide, Healing, Barrier, and Mitigation that is available to Tank and DPS Roles. This has reached the point today that it is not only possible, but actively more-efficient, to complete "lower-tier" content without any Healer present at all, and leads to the experience of the Healer Role feeling "literally useless" in large portions of the game's content, because other Roles — especially specific Tank Jobs — can, functionally, replace Healers entirely.
- All of this can be compared to prior states of FFXIV's design — such as Heavensward or Stormblood era — where even Dungeons, Normal Raids, or Alliance Raids would apply enough damage, and Jobs would have limited enough "solutions", that essentially all "tiers" of content justified having the Healer Role present, even if the actual mechanical challenge was not necessarily overbearing. This is pointed-to as proof that it's entirely-possible for FFXIV, as a game, to be in a design-position where Healing still matters, even for "casual content" (or however you want to refer to it).
Now, understand that different Healer Players are more or less upset about different parts of this, and some Healers legitimately don't care at all about any of it.
So there is not a single, unified opinion about "what is most-wrong", or even if there is anything "wrong" at all, because all Healers are ultimately individuals with their own preferences and priorities.
For example, some Healers don't mind having less to Heal these days, as long as they could have a less-tedious and less-monotonous Damage rotation.
Other Healers aren't concerned about their Damage rotation, and just want content to require more active and more challenging Healing again, especially damage-patterns which can't be solved by an over-abundance of OGCD Heals, or even just tools provided by other Roles.
Regardless, however, the situation has reached a point where members from all types of "Healer personalities" have reached a consensus that none of them are having fun, and so some of them are attempting to make a symbolic protest about what they perceive as continued dismissal and neglect of their concerns by the FFXIV designers.
The form that this symbolic protest is proposed to take, is to deliberately-refuse to play Healer Jobs in the upcoming 7.0 Dawntrail expansion — in the hopes that this registers at least some sort of "dip" in the Healer population in developer statistics-gathering, and thus, sends some sort of clear message which 5-7 years of increasingly-accumulating "Forum Feedback" have failed to achieve.
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There is generally (generally) no delusion that there are enough people aware of this idea to actually "shut-down content", or anything bombastic like that.
But the hope is that a sufficiently-loud "roar" might serve to actually startle the developers into realising that Healers really, seriously mean it when they say that they're not having fun any more, and that many Healers have not been having fun for a long time, now.
And if even that fails, well... at least Healers will be able to take it as a clear message that this game truly isn't for them any more.
One could argue that this is a decision which should have been accepted a long time ago, but for many people, the 7.0 Media Tour Job previews served as the "snapping point" which transitioned them from "unhappy, but still stubbornly-hopeful" to "genuinely feeling doomed".
And since most people here seem to genuinely-like the game, and have genuinely-good memories of enjoying being a Healer in FFXIV in the past, many people want to at least "try" to wake-up the developers before giving-up on the game completely.



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