So majority of players don't do Savage and Ultimate.
I'm pointing out that where difficulty matters (which is the point of this entire "strike") is at ultimate and savage. And the people who are striking don't do those content, so it doesn't matter.
As for where they are going to "strike" which is the normal que, I'm going to guarantee you that 99 percent of players are not going to know about said "strike" and even though they do know, they don't care and still going to que.
Not saying you shouldn't "strike", its a free world. But just don't get angry when it looks quite funny to the world.
Last edited by TheFinalEpic; 06-19-2024 at 04:15 AM.
I find it funny how it's always someone who joined in ShB who says this.
How would you know what peak healer gameplay looks like if you never experienced it? Oh okay, is this not really a fair argument? Then maybe also stop saying people didn't do content.
Common arguments and responses for copy-pasting so you don't waste your time typing the same thing over and over again
You folks don't do Savage/Ultimate / You don't do real content
(1) There are a lot of Savage/Ulti healers in this Discord who share the same grievances.
(2) Most of the playerbase don't do Savage or Ultimate. That doesn't mean the game shouldn't try to make their experience better.
Last edited by HighlanderClone; 06-21-2024 at 01:49 PM.



There has been multiple logs in this same thread of Savage and Ultimate fights that show that the problem of the kits persist. Those fights share the same problems as the easier content and yes, the people who does that content ALSO asks for changes.
Those fights are less than 10% of the total content of the game, why tanks and dps can have fun in any kind of content but healers have to do those harder fights to find a tiny bit of engagement? Good design should work for all the content not less than 20 figths per expansion.
(also all the savage and ultimate fights has been solo/no cleared showing that the full extent of the healing kit that a stardard party of healers can bring is not necessary even there)
Last edited by WaxSw; 06-19-2024 at 04:25 AM.
just saying that healing isn't really much more fun in savage, due to the scripted nature of them. You still end up with a ton of downtime, and a whole lot of 1 1 1 1 1 1 1 1 1 11
I'm a mediocre player, but did most savage fights in EW as AST, and the difficulty came purely from the fight mechanics themselves, and not because healing was hard or interesting. Only mechanic of note I can rememeber was Harrowing hell.

Don't like that you can do group content without healers, sometimes in normal when party messing up tanks can do it without any help from other group especcially pal and war.

In all MMOs the difficulty of content comes in with the cognitive load that it requires players to carry. What is the next mechanic? What does that "tell" the boss just made mean and how long do I have before I have to react to it? Am I following my proper Rotation? When is the next Burst Window? There are a lot of things that modern MMO mechanics and encounters require of players at ALL levels of content. The less experienced the player the less cognitive load they can carry, and the reverse of this is true also.
In FFXIV, "Standard group" makeup provides a lessened cognitive load to all group members. Playing the content with a full "standard group" reduces the cognitive load because all secenarios the developers designed for are accounted for by the classes in the group. A standard group mitigates all of the scenarios with the least load needed on the players, this gives players the most chance of success...the less the cognitive load on the group the higher chance the group will appropriately react and thus beat the content. This is why addinng additional mechanics to a boss makes the boss harder, and reducing the mechanics on a boss makes it easier...cognitive load is the appropriate measure of the difficulty of content.
As is pointed out by people above, every role is expendable. The question is at what point is efficiency and success rate impacted by the loss of each of those classes. Green Players make the success level of content higher by reducing congnitive load. This isn't an "efficiency" conversation, what we provide is a higher Success Rate.
Until that success rate is already "guaranteed".
As the player base encounters the same content over and over again success rate of dungeons climbs. If what Green Players provide is a bump in success rate, and the success rate of lower end content is already highly successful, more and more lower end content will have no need of Green Players. Reds will always be more efficient to take, adding a Red will ALWAYS make the content faster to accomplish assuming a high enough success rate. Taking a Blue GENERALLY (maybe not always for extemely low end content and extremly high end groups) is a bump to efficiency also since Reds can "go harder" with a Blue than without.
Blue enables higher Efficiency through agro control.
Red enables higher Efficiency through the highest possible DPS.
Green enables Efficiency through reduction in Cognitive Load, but that only applies where cognitive load is a factor in clearing content...and much of the content produced and in the game today has very little cognitive load requirements until the upper end of content.
The answer is not higher DPS models for Green Classes. A Green Player at 2% less DPS than a Red Class is still a loss in efficiency, and the moment you make Green DPS === Red DPS you lose RED players because now Green comes with the added security bonus of heals...DPS balancing is an untenable way of trying to fix the issue.

ALL content is going to be more efficient the more Red players are taken...that's simple math...success rate is the only limiter to Red Engagmenet. Where content requires a Blue or Green participant to increase the success rate a Red player slot will be sacrificed for that Blue or Greeen participant...otherwise a Red will be slotted...and this is the crux of the #ffxivhealerstrike problem.
In FFXIV's case what green players provide is a safety net. FFXIV doesn't include enough general unavoidable damage and damage profiles that require a healing check to bypass. It's not that there is NO unavoidable damage, it's just that that damage is intended as it's own mechanic...boss uses ability to set all the HP of the raid to 1 and begins a windup for raidwide damage, can the healers blow enough OGCDs and GCDs to heal past the incoming damage threshold. The cognitive load that a healer provides in FFXIV's case is for Red and Blue players to worry less about their incoming damage and more about the things that they do best in group content: Damage, Mitigation, Pulling, etc.
I support #FFXIVHEALERSTRIKE not because some random world leading guild managed to down the hardest content in the game using RDM and PLD healing instead of Green Players, but because as the content gets easier and easier, success rate approaches 100% more and more often and thus Efficiency begins to trump consistency. And the only role that does NOT contribute to Efficiency of a run is the healer role.
The core problem is that Green Players do not contribute to the EFFICIENCY of content, only success. What Omega proved is that there is no content in the game that REQUIRES a Green Player. There is plenty of content in the game for which Green Players make the success rate significantly higher (and to be clear that is MOST content in the game right now), but for "solved" content...content that does not carry a cognitive load with it and has long since lost it's challenge for the general player base...there is nothing a Green Player can do to contribute to the efficiency of the run...other than step out and let a Red take their place. That is not true for the other roles in the game and points to a design flaw that needs fixed.
Talk all you want about borring healing jobs and DPS buttons and adding spell effects to Spells like Esuna, the problem healers are facing is obsolessence through the design of the game. You might find healing a booring job, but that problem pales in comparison to simply having no reason to exist.
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