I'm gonna need a citation for this because I have read countless problems with healers across the years and none of what you've said has ever even brought up in all the threads that I've seen, either on these forums, Reddit, Twitter or any other social media site.Healers kinda brought it on themselves, SE listened to your feedback and put more weight onto oGCD heals meaning you weren't hardcasting them as much.
Healers also complained about the lack of time they're able to deal damage, so they gave others better defensive kits.
Now healers are complaining that those defensive kits given to others have invalidated their role and that SE doesn't listen to them?
Cmon guys something's got to give.
Well.. We also had to manage not to over heal lest we rip enmity off the tank. Not to mention that in a trash pull, Bane is already a non-negotiable + Swiftcast Shadowflare, then spam Blizzard 2. God, I miss those days.You know, it’s funny. DPS optimization was basically not a thing even high end raiders cared about on healers back then, but if we were to transport back to ARR, it’s interesting to compare Lustrate to Adloquium. Because back then, Ruin’s potency was 80 while Energy Drain’s was 150. It’s actually the reverse where Adloquium was the better tool for DPS and Lustrate was worse. But Aldo costed a lot of MP and didn’t actually restore much HP. Lustrate healed more and could heal through Cleric Stance. It’s wild how interesting the dynamic between those actions was, and it’s a shame we didn’t have the knowledge and understanding of the games systems to better appreciate it back then, because there’s such an interesting choice to make between the two.
And yes, Ruin's potency is just as much as a Bio 2 + Miasma + Aero + Bio tick.. heck even less so missing a few Ruins isn't much of a loss.
Last edited by rawker; 06-10-2024 at 03:20 AM.
#FFXIVHEALERSTRIKE
- Seraphism is BAD.
- Give us back Shadowflare and make Deployment/Emergency Tactics affect Biolysis
- Give us back Rouse
- Make pet management rewarding.
Joining the strike. Been a player off and on since ARR - I miss the team challenge and coordination balance of healing and relying on each other. Always been a healer - left WoW because I believe this game has better combat. Changed to RDM last two xpacs because I can still heal while having something interesting to do (I don’t personally want that to be dps btw, but this isn’t an argument about what we should do more of).
I hate that the healer skills are used almost only when tanks see giant pulls ans the norm and there’s no need to communication. I don’t enjoy being dragged along.
We’ve morphed into siloed roles to where only group mechanics really bring us together. Help us help ourselves through collaboration and not through only “doing your individual part”. We’re better as a party. Heck, EW’s narrative told us this.
I believe no role is feeling the worst effects of the “focus on yourself” more than the healer - who finds joy in their role from team enablement not just team recovery. I was stoked to get into AST - hopeful to broadly replace my dps rotations with minor buffs - I’d rather buff than dps. Was hoping AST would have more of a heal and buff cycle and Whm would be more heal and dps cycle.
They are right, didn't you see the 4 year long thread of feedback on the healer forum? The first point there is clearly that we want more oGCDs and the second is clearly that we want to heal less.I'm gonna need a citation for this because I have read countless problems with healers across the years and none of what you've said has ever even brought up in all the threads that I've seen, either on these forums, Reddit, Twitter or any other social media site.
/s in case someone don't get it
Did you link the right thing, or is this sarcasm?They are right, didn't you see the 4 year long thread of feedback on the healer forum? The first point there is clearly that we want more oGCDs and the second is clearly that we want to heal less.
/s in case someone don't get it
The /s was already a dead giveaway.
#FFXIVHEALERSTRIKE
- Seraphism is BAD.
- Give us back Shadowflare and make Deployment/Emergency Tactics affect Biolysis
- Give us back Rouse
- Make pet management rewarding.
As much as being able to handle yourself on a tank or a DPS can be fun, it felt better when the holy trinity mattered. Because now I just genuinely don't have to care about the healer.
I was in Lapis Manalis earlier on DRG. The healer and a DPS died. Me and the tank kept being left to duo the boss without a healer (spoiler: we did, thanks Bloodbath, Second Wind, thanks Nascent Flash, thanks Shake It Off, thanks Feint, not that we even needed these).
Due to the healer and a DPS dying, I was waiting with the tank next to the adds. I just looked at the tank as if to say "go on then", because we don't exactly need a healer lol. Good tank went and pulled big without the healer and we were fine while they caught up.
Usually if there's no healer in a dungeon when I'm tanking, I just pull anyways. It's good for there to be a possiblity of soloing if you're really good and just barely clutch it, but it being so ridiculously easy to achieve makes you not even value the healer role when doing a dungeon.
Reading this - I have information I'd like from those calling for a strike. (1/2)
Firstly, it seems to me that the straw that has broke the metaphorical camel's back is the successful completion of the story dungeon in the Media Tour build of Dawntrail. With that being the case, is it a fair assessment to say that a central goal of this strike is to make it so healers are required to execute on that type of content? That is, it is this group's opinion that there should be no scenario where one can complete a dungeon without a healer present?
Secondly. what brings you joy as a healer? Why do you play the job? For me, I appreciate that the power I'm furnished with as it pertains to the health of the party. I derive joy from seeing no damage done to the party because of extra strong shields or recovering the party to full from low health with the press of a couple of buttons.
(2/2)
Finally, I'd like to understand what is the highest level of content completed as a healer by any of the individuals calling for the strike. I ask this because it feels awkward to call for dungeons to be the strongest showcase of healer need. Dungeons, specifically story dungeons, are meant to be accessed by the community as a whole. Anyone who has purchased Dawntrail will have to go through the story and complete the dungeons. As is common knowledge, there is a skill bell curve and that content has to be at a threshold that would allow for successful completion, even by those that skew to the left side of it. For example, I still get healers that are incapable of esuna-ing a debuff in a dungeon (Dead Ends). Following that logic, it tracks that because of the lower threshold of difficulty, the content can be completed without a healer. So, to me, dungeons should not be how we assess healer need. If there are healers feeling like they aren't being challenged enough, but they also refuse to engage with content that centers the role more prominently (extremes, savage, ultimate), then they should assess whether they are architect of their own dismay.
I want to stay on this point for just a bit because I suspect the response will be something that alludes to content that has been completed without a healer, specifically ultimate content. UCOB being cleared without a healer is no large feat to me. Power creep has enabled all sorts of wild things to happen in that fight. And before the healer-less TOP clear is mentioned, that one clear (which undoubtedly required a great deal of effort to pull off along with some luck) is not the norm for the community. To date, I have not seen a single PF for The Omega Protocol that is seeking to complete it with less than 2 healers. In other words, it is unfair to blow up these edge cases when the reality is that the community will always opt for the path of least resistance when completing content - and that path will mostly entail having 2 healers for most 8-man content.
Final piece on this point is that I get the impression that the state of healers is being assessed in a vacuum based on healer design showcased in the job action trailer information. As such, it seems premature for us to assess the state of healers in Dawntrail without having seen what end-game content will look like. In other words, job design is meant to be complementary to fight design (see 2 minute meta for a very specific example). The addition of more mitigation and healing throughput suggests that there will be more healing-intensive mechanics that are on the horizon in Dawntrail (specifically content that is outside the range of just dungeons or even extremes). It may be more productive to assess the goals of a strike after having all the information if we are really seeking to call out for a change.
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