



I'll reiterate the important parts again, because I feel like it. And also it's better than just petty arguing.
Since most prominently Shadowbringers, healer design has drastically declined in quality. There has been an overabundance of healing resources that vastly exceeds the damage profiles found in FFXIV's content. This leads to many healing resources simply being unnecessary while others have been power-crept out of standard gameplay, and consequently also results in healers spending far more time DPSing, yet nearly all healer DPS resources were purged in Shadowbringers as well, leaving all 4 healers with gameplay that largely amounts to "spam Glare" or whichever healer's respective filler spell, and little else. This is not fun. It should not be forced on the player on any job. If you want to turn off your brain and not think about rotations, you don't need a job to have no rotation to do so. You have the freedom to do this at any time on any job.
Making changes that allow healers to spend more time healing rather than attacking would be great for restoring the balance of healer gameplay, but is unrealistic to resolve the issues with healer design exclusively. FFXIV has never been an MMO that demands triage healing in any type of content, and healing abilities are designed to be too effective at reseting the team to neutral after damage is taken. It would take an astronomical increase in the frequency and power of outgoing damage to challenge healer tools enough to resolve the issue of Glare spam on healing alone, which is why the answer is to approach the issue both with healing and with DPS.
Every healer should feel different, both for healing and for DPS, and we can have healers with a range of difficulties ranging from more simple and straightforward (while still not being burdened with Glare spam) to more aggressive and fast paced. Allow healer players to choose the play style that resonates with them the strongest.
I am not satisfied waiting another 2.5 years for changes I'd like to maybe occur. There are things that we can do now to at least remove the burden of Glare spam from healer DPS gameplay while still working toward a more healthy balance of healing gameplay that will likely take more time to completely nourish. In other words, making changes like reducing cooldowns on attacks, reduction DOT durations, and making attacks with limitations made available more frequently can be down even as early as before Dawntrail, or at least early on in the first patch's life cycle. But healing will likely require more time to improve.
Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.

Strip away the bluster and the drama, and the entire 'healer strike' basically stems down to 2 simple points.
Not enough outgoing damage from the boss, and dungeon mobs should be tankier to make 3 DPS comps far riskier, instead of a strict upgrade if your group is remotely competent.




And that healers should be more distinct from one another with more tools to engage with when they don't need to heal.Strip away the bluster and the drama, and the entire 'healer strike' basically stems down to 2 simple points.
Not enough outgoing damage from the boss, and dungeon mobs should be tankier to make 3 DPS comps far riskier, instead of a strict upgrade if your group is remotely competent.
Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.



I don’t know that you can make that argument. Grates in anamnesis was a literal sastasha mechanic, most mechs have a training attempt where you might get hit but the stakes are low, incoming damage seems less significant- compare pre squish bardam to any endwalker dungeon. I also think you would struggle to make the argument that the ai-compatible dungeons are harder than they were, quite the reverse.


True, there's only so many variations of mechanics they can add obviously. And yes, they do sort of "teach" you the mechanics before adding them all together, but the speed at which some of those mechanics happen, and I get hit by things I didn't see coming all the time, the first few times.I don’t know that you can make that argument. Grates in anamnesis was a literal sastasha mechanic, most mechs have a training attempt where you might get hit but the stakes are low, incoming damage seems less significant- compare pre squish bardam to any endwalker dungeon. I also think you would struggle to make the argument that the ai-compatible dungeons are harder than they were, quite the reverse.
The game is filled with obscure mechanics and misdirection. It only becomes easy because we end up repeating the duties so many times.
ok lmao levels don't mean anything
they are just an abstraction of story/game progress, not an actual skill certificate
that is not a branch to reach for
Ironically, ARR and HW are "the hardest" dungeons because not only do we rely more on gcd heals, but tanks also only have Rampart, their job mit, and invuln to work with and literally can't survive more than a few gcds without a healer. SB dungeons are a mixed bag since some bosses do hit like a truck (looking at you, Mist Dragon), but whoever says ShB and onward dungeons are remotely hard by comparison is either delulu or disingenuous (the latter, more likely than not /tea)


That's only true because the community took it upon itself to perform w2w pulls. I'm not talking about that, I'm talking about the jump in difficulty with regard to mechanics.Ironically, ARR and HW are "the hardest" dungeons because not only do we rely more on gcd heals, but tanks also only have Rampart, their job mit, and invuln to work with and literally can't survive more than a few gcds without a healer. SB dungeons are a mixed bag since some bosses do hit like a truck (looking at you, Mist Dragon), but whoever says ShB and onward dungeons are remotely hard by comparison is either delulu or disingenuous (the latter, more likely than not /tea)
Have a tank perform single pulls in any ARR or HW dungeon and tell me how difficult the healing is.
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