This doesn't address the issue that we aren't allowed to really do the job of HEALING, It shouldn't be dpsing 90% of the time and healing 10% of the time or less. It should be healing 80-90% of the time and dpsing the rest of the time.It is miserable when the healer is inexperienced/unable to keep up with incoming damage and the party damage is low enough to struggle with small pulls (stone vigil etc). I don’t think outright removing tank sustain would make the game more fun overall. At the same time, tanks that miraculously cannot hold aggro are/were easy enough to deal with through healtanking, admittedly made more inconvenient by the hot aggro changes.
I think to keep in line with the “frictionless” interactions, the easiest solution is a medium length (15/18/21s) dot and another irregularly pressed button. After that, looking at the healing kits and consolidating the superfluous things - seraphism (why is this not a trait reducing et recast under dissipation), fey blessing (why does this cost no gauge and function as indom2), seraph (rouse/indom stacks or w/e) etc might be the next obvious step. Warrior is fun to heal on because of the limitations not despite them.
Dernière modification de BunnyQueen, 17/06/2024 à 20h32
#FFXIVHEALERSTRIKE



Oh you were replying to me.
The game’s fight design is completely incompatible with that. 2.5s gcd isn’t fast paced, the net code hardly allows for reactivity and fights have been designed as a single hard hit then a whole lot of nothing for the best part of a decade. Going back through all of that and changing it to fit a high healing uptime is an absurd amount of work.
Say there’s a boss who lives in a poison swamp, while in combat in the arena there’s a goldbile/thousand maws floor effect with a reasonable dot. How long do you think the fight would have to last before healers couldn’t passively deal with it? How many wipes do you think you’d see where the below average healers wall the other 6 people’s progress on what average or good healers find trivial?
For aiqa:
M80 the literal first bullet on the first post’s manifesto is about sustain not belonging on other jobs. I would also like to know how well sb drk would cope with the mt gulg pulls.
Dernière modification de fulminating, 17/06/2024 à 20h48


That is not a black/white point. That bulletpoint claims heals being given to other roles becomes a problem when it encroaches on the healer role. That doesn't mean all heals should be removed from other roles. And that point doesn't claim all jobs have encroached on the healer roles. I don't see why I'd have to defend DRK performance before supporting a claim that the healer role is being encroached on. DRK isn't the only job in the game, and is not the job that I (or any other people I've seen) have listed as problematic in this thread.



I said specifically stormblood dark knight, the one before they deleted abyssal drain as a spell. Steel cyclone has hp drain under defiance, defiance increases healing received etc. The healer role has always been encroached on in this fashion, just not to this degree.That is not a black/white point. That bulletpoint claims heals being given to other roles becomes a problem when it encroaches on the healer role. That doesn't mean all heals should be removed from other roles. And that point doesn't claim all jobs have encroached on the healer roles. I don't see why I'd have to defend DRK performance before supporting a claim that the healer role is being encroached on. DRK isn't the only job in the game, and is not the job that I (or any other people I've seen) have listed as problematic in this thread.
By not being passive. Simple as F. Active and focused healing has been the job of healers in every major (and minor) MMO I have played, the role is called HEALER not GREEN DPS not TINY DPS. As someone who has done healing in games since the dawn of MMORPGs, FF14 literally has no place for people who love and enjoy the role of actually healing. Also your stance that the design can't fit it is also false. IDK how many times I have seen healer's from other games come to FF14 and quit because healing in FF14 isn't healing, or I talk to healers in other games and they tried 14 and same problem. Healing in FF14 isn't healing and that IS the problem. It doesn't make it different, it just makes it a problem. Healing in FF14 leaves out everyone who wants to actually do the job of actually healing.Oh you were replying to me.
The game’s fight design is completely incompatible with that. 2.5s gcd isn’t fast paced, the net code hardly allows for reactivity and fights have been designed as a single hard hit then a whole lot of nothing for the best part of a decade. Going back through all of that and changing it to fit a high healing uptime is an absurd amount of work.
Say there’s a boss who lives in a poison swamp, while in combat in the arena there’s a goldbile/thousand maws floor effect with a reasonable dot. How long do you think the fight would have to last before healers couldn’t passively deal with it? How many wipes do you think you’d see where the below average healers wall the other 6 people’s progress on what average or good healers find trivial?
For aiqa:
M80 the literal first bullet on the first post’s manifesto is about sustain not belonging on other jobs. I would also like to know how well sb drk would cope with the mt gulg pulls.
Dernière modification de BunnyQueen, 17/06/2024 à 21h59



It never had one, 13 years in it's far too late to course correct to that degree, especially after they reworked all old dungeons throughout endwalker. You can go and play blue mage healer if you like, that's healing on GCD with aggro management.
Elaborate please.Also your stance that the design can't fit it is also false.
It's also funny you should bring up unverifiable anecdotes, mine is that the people who request more healing-intensive fights tend not to be able to keep up in current content when there is healing required.

Adding to WAR, adding a brief heavy after use may be an easy fix. Allows Healer to esuna rather than heal. Plus solo WAR shouldn't need to worry if it's short enough (e.g. 10 seconds).

I think we do need to bear in mind the skill gap between players and aim for a starting range of 50/50 healing vs dps at casual content, with more healing required as you go up in content difficulty. Currently I feel you only really hit that 50/50 mark when you reach Ultimate content. Casual content at the moment sits at 10/90 healing vs damage, with that 90 being the spamming of one button. We will always have healing down time and some more dps skills would feel good.
Utility on tanks and other roles is still fine as long as the 50/50 balance on the healing role is maintained.
To further my point about healers having more dps buttons - Healers also have content they complete solo - world map content, leve's, fates, solo instances etc. It would be nice to have more skills to use in these also. Especially for the final solo instance of Endwalker. Without spoiling, anyone who knows the poignancy of this fight will know how silly and sad it is to complete that fight while spamming 211111111 while other roles get to have a really cool fight with lots of skills.
Dernière modification de Summersong, 17/06/2024 à 20h59 Raison: Tweaking last sentence to read easier


Outside of maybe a vanishingly small subset, people have not asked to remove all selfheals from tanks. The point made about heals from tanks is that in no circumstance they should come close (or even overshadow, like with bloodwhetting against multiple enemies) heals from healers, and that tanks should not get enough self and teamheals to take over the whole healer role in easier content at higher levels. I am sure most healers will agree that tank doing small pulls and using their defenses and selfheals properly, should be easy to keep alive for even the laziest new healer. And if tanks really need some additional selfheals to completely selfheal such situations, those do not need to be ogcd/inherent selfheals or strong enough to do the biggest dungeon pulls in the game.It is miserable when the healer is inexperienced/unable to keep up with incoming damage and the party damage is low enough to struggle with small pulls (stone vigil etc). I don’t think outright removing tank sustain would make the game more fun overall. At the same time, tanks that miraculously cannot hold aggro are/were easy enough to deal with through healtanking, admittedly made more inconvenient by the hot aggro changes.
Dernière modification de aiqa, 17/06/2024 à 20h58




Clemency is a great example here because that ability is completely fine to be on paladin. It undoubtably is a powerful ability in a clutch scenario but it doesnt read 'here have benediction on a 25s cooldown'.Outside of maybe a vanishingly small subset of players, people have not asked to remove all selfheals from tanks. The point made about heals from tanks is that in no circumstance they should come close (over even overshadow, like with bloodwhetting against multiple enemies) heals from healers, and that tanks should not get enough self and teamheals to take over the whole healer role in easier content at higher levels. I am sure most healers will agree that tank doing small pulls and using their defenses and selfheals properly, should be easy to keep alive for ever the laziest new healer. And if tanks really need some additional selfheals to completely selfheal such situations, those do not need to be ogcd/inherent selfheals or strong enough to do the biggest dungeon pulls in the game.
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