Said this once early in the thread will say it one more time. Game is suffering from its own version of FF6 end game syndrome..
As I have said multiple times if you are not having fun you are well within your right not to play the class you are not having fun with.
That said here is how I feel about nerfing DPS players heal kits.
I am probably in the range of an average player. Half decent at avoiding the bad and looking up mechanics (remembering them is hit or miss if enough time has passed). I can do most hard trials with occasional damage from a personal fail (often dodgy internet ping). I can get through extreme trials but I am going to mess up mechanics as I haven't done many.
Out in the world doing MSQ, Leves, sidequests, Beast tribes I do get myself in trouble enough to need my small heal as well as potions. Some of the new solo instances pretty much require me to use it. Particularly on my bard that small HoT on a CD that if I remember right is the same as better potions is the difference between doing the content or not. Yes I know those instances when failed can be reduced in difficulty but I shouldn't be forced to reduce it to stupid simple because healers resent my small HoT.
So my suggestion is Disable my HoT in multiplayer situations. Healers have to heal more and I still have my HoT in the world.
As for Rez on my Summoner/Red Mage...take it away please. I resent the heck out of healers that won't rez anyone ever because there is a SMN/RDM in the party(and I run into a lot of them). I resent being forced to hold on to my swift cast to use it for Rez in case everything goes sideways when it could better help me in doing my job which is DPS.

I'll say this as a WHM, they only time I won't try to raise is if both Swiftcast and Thin Air are on cooldown. The RDM should be doing damage as long as the WHM has either an instant cast available or can just hard raise for free.As for Rez on my Summoner/Red Mage...take it away please. I resent the heck out of healers that won't rez anyone ever because there is a SMN/RDM in the party(and I run into a lot of them). I resent being forced to hold on to my swift cast to use it for Rez in case everything goes sideways when it could better help me in doing my job which is DPS.
~Mew
~~Thank You Niqo'te




I genuinely have zero problem with the existing DPS heals, the two problems areAs I have said multiple times if you are not having fun you are well within your right not to play the class you are not having fun with.
That said here is how I feel about nerfing DPS players heal kits.
I am probably in the range of an average player. Half decent at avoiding the bad and looking up mechanics (remembering them is hit or miss if enough time has passed). I can do most hard trials with occasional damage from a personal fail (often dodgy internet ping). I can get through extreme trials but I am going to mess up mechanics as I haven't done many.
Out in the world doing MSQ, Leves, sidequests, Beast tribes I do get myself in trouble enough to need my small heal as well as potions. Some of the new solo instances pretty much require me to use it. Particularly on my bard that small HoT on a CD that if I remember right is the same as better potions is the difference between doing the content or not. Yes I know those instances when failed can be reduced in difficulty but I shouldn't be forced to reduce it to stupid simple because healers resent my small HoT.
So my suggestion is Disable my HoT in multiplayer situations. Healers have to heal more and I still have my HoT in the world.
As for Rez on my Summoner/Red Mage...take it away please. I resent the heck out of healers that won't rez anyone ever because there is a SMN/RDM in the party(and I run into a lot of them). I resent being forced to hold on to my swift cast to use it for Rez in case everything goes sideways when it could better help me in doing my job which is DPS.
-new DPS heals
-the tank heals
The three new DPS heals are tied to solar Bahamut, riddle of earth and starry muse (all 2 minute CD’s), they aren’t saving you in the overworld or during beast tribes, they are pointless heal bloat that doesn’t need to exist, especially since all 3 amount to an indom potency
As for tank heals we’ve discussed tank heals at length, my problem with tank heals is the fact that tanks lose nothing to press a tank heal, like including the shield BW is about 1600 healer potency (2000 tank potency) but there is never a reason to not press it. For a healer if I want to equal that on say WHM I need 2 solace’s but that consumes the same resource that rapture uses. So healers are making choices to spend resources to achieve what tanks are doing for free with zero downsides
Tank gameplay I think needs to be moved towards active mitigation and not passive healing. The short CD’s actually mitigating more in the first 4 seconds is a good example of this and I don’t mind covalence on rampart, but I think they need to add more things like GCD mitigation or last ditch channeled “last stand” skills like chenonlian gate. Cut the passive healing down but replace it with something that doesn’t make the tank totally reliant on the healer
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
I will not comment on tank gameplay as I don't have a tank over lvl 30. I do not know enough to comment with any kind of knowledge.I genuinely have zero problem with the existing DPS heals, the two problems are
-new DPS heals
-the tank heals
The three new DPS heals are tied to solar Bahamut, riddle of earth and starry muse (all 2 minute CD’s), they aren’t saving you in the overworld or during beast tribes, they are pointless heal bloat that doesn’t need to exist, especially since all 3 amount to an indom potency
As for tank heals we’ve discussed tank heals at length, my problem with tank heals is the fact that tanks lose nothing to press a tank heal, like including the shield BW is about 1600 healer potency (2000 tank potency) but there is never a reason to not press it. For a healer if I want to equal that on say WHM I need 2 solace’s but that consumes the same resource that rapture uses. So healers are making choices to spend resources to achieve what tanks are doing for free with zero downsides
Tank gameplay I think needs to be moved towards active mitigation and not passive healing. The short CD’s actually mitigating more in the first 4 seconds is a good example of this and I don’t mind covalence on rampart, but I think they need to add more things like GCD mitigation or last ditch channeled “last stand” skills like chenonlian gate. Cut the passive healing down but replace it with something that doesn’t make the tank totally reliant on the healer
I can't really speak about the DPS heals being added since I have no max lvl characters at all (despite playing more than 5 years - I get distracted and I don't like the person I become at endgame so I actively avoid reaching cap). My gut feeling about the new DPS is heals is lets see what happens as the xpac progresses. It might well be that the game has been cranked up a notch and they are necessary (we can hope). We will know soon enough once early access starts. If they are not necessary once we have experience of the new content then I will be with you on it.
10 days to go...healerstrike still means nothing
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