
If you believe that's the only way to enact change, though, you can do it yourself. Or is your support only superficial?
And you think your strike to not heal but still sub is going to achieve anything? It won't. The effect is the same. The benefit of ending one's sub impacts not just the queues but also the company's bottom line. If you don't quit and you jump into those queues, in what way are you actually demonstrating as required by this movement? Just agreeing with the sentiments without acting is somehow going to make it happen?
I don't agree with the sentiments overall, except for making all the healers as interesting as Sage by making attacks more diverse. So I'm not going to be striking, but this should concern you and others who are, assuming this whole thing doesn't flub out.
Last edited by Arwing; 06-18-2024 at 09:22 AM.
Don't sweat little things and have fun!





For the hundredth time, money doesn't do jack. People have already quit over the state of healers and it didn't work. Unsubbing is ineffective.
Plus it seems like a lot of you just want this to go away and out of sight with those statements, knowing that we would no longer be able to leave feedback while unsubbed. Not happening. Instead, I'm happy to provide an increase to dps queue times throughout all of Dawntrail.![]()
Graphics
MSQ
Viper



One thing I don't get from this back and forth that's going on.
Doesn’t nerfing tank sustain and making things hit harder produce the exact same result?
The only difference I can see is that nerfing doesn't lead to powercreep while making things hit harder will.
not really, heres why okay
Lets say a group does hit harder, but what does it matter if a warrior just pops a self heal and heals all that damage that is incoming. There has to be more to it than just increasing damage because all that does is put a bandaid on the proplem, which in a way not only solves nothing but it also makes things harder on tank jobs that have very little self healing like gnb and drk ... I dont know a perfect solution but increasing damage alone won't solve anything outside of one week if even that. When a damage is increased it doesn't matter overall when every aspect of the damage that is incoming is invalidated by how much self healing a class has, warrior has multiple not just 1 self heal but 4+ increase damage isnt going to fix anything.
just increasing a mop or bosses damage is like putting a band aid on a major cut that needs stitches sure it will prevent some blood from spilling out but it doesn't really matter if the one with it bleeds out. There has to be more done than just these bandaid fixs on both sides of the coin to a major problem.
and for it to realisticly be enough damage to make healers have to heal in battle, at that point the warrior self heal is irrelvent like dps blood ability (yes i use it on my monk alot) but it does nearly nothing so its nearly pointless to pop. Honestly my solution to healer proplem is neither a or b.. my solution is C. grant these buffs that grant other players self healing so healers have a healing system, a support system and a dps system.
Last edited by Graveyardprincess; 06-18-2024 at 10:09 AM.



my stance on the question from another threadIf they increase damage to counter bloated tank sustain (more and harsher raidwides, more and harder TBs), they also have to bring DRK and GNB (and PLD sub 80) up to WAR levels and we've literally just indirectly nerfed WAR and post-80 PLD, they also have to apply their changes retroactively through all Endwalker content and every dungeon since Raw Intuition,
or they could change a couple WAR and PLD numbers


That problem is that you lose to much freedom in how to balance lower difficult content, and that in principle I disagree with tank selfheals overshadowing heals from healers in any content (like WAR during dungeon pulls). A few example numbers to make a point, these are obviously not intended as realistic for FF. And ignore many things like a tank having health.
If you have a tank that maintains 2000 HPS selfheals, and a healer that heals 1000 HPS heals per on a single target (so on the tank). And you want to set a difficulty so players are expected to do 60% of their optimal HPS, then incomming damage should be (2000+1000)*0.6= 1800. And an good tank wouldn't need a healer for that.
To avoid that, you increase incoming damage to 2100 and players are expected to do 70% of their optimal HPS. So then the healer has a place in that content, and would need to do a minimum of 100 HPS (yay). But after a few weeks the tank gets some gear upgrades and HPS goes up by 10% to 2200. And it's right back where you started, healer not needed.
Now lets say you lower tank HPS without changing incoming damage (1800), but the expecting healing is still 70% (so difficulty is the same as the second example). Thet would mean the tank DPS can be lowered to (1800/0.7)-1000 = 1571 HPS. That tank gets those same gear upgrades and that goes up to 1571*1.1=1.728 HPS. So the tank still can't solo heal the 1800 incoming damage.
So why does this mean lower difficulty content in particular points towards lower tank selfhealing?
In savage/ultimate content it's generally considered fine to balance the requirements of a fight very tightly against the potential of the jobs (ignoring that this is largely ignored for healing). So for ultimate fights you could require a healer to do 90% of their potential maximum healing, and it would probably be received as a welcome challenge (if healer jobs were better balanced to handle such challenges). The healing would would need to shift far more extremely towards tanks to make healers useless with such extreme healing requirements. In lower level difficulty content you can't do that. That needs to be accessible for a wide variaty of skill levels. And the lower the difficulty level the more HPS has to shift towards healers to avoid better player not needing healers after a few gear upgrades.
(disclaimer, it's getting late so apologies if grammar suffered)
https://www.youtube.com/shorts/Qt2FRgXO3b4
Literally quit the game en masse , a healer strike where you STILL GIVE THEM MONEY isnt going to do anything
What would help is not having every streamer/youtuber agree with the points raised but then just dismissing the movement entirely because of the name. Those are the people closer to Yoshi-P then anyone but Healers get terrible representation, at least in the west.https://www.youtube.com/shorts/Qt2FRgXO3b4
Literally quit the game en masse , a healer strike where you STILL GIVE THEM MONEY isnt going to do anything
The last comment in the video made me laugh though, I agree.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote




