Over Half my join ins during Stormblood were T.G Cid pre nerf. I am convinced they nerfed him just because the rage quit numbers were astronomical.
Over Half my join ins during Stormblood were T.G Cid pre nerf. I am convinced they nerfed him just because the rage quit numbers were astronomical.
The problem with healers in normal mode content is that they're only engaging when people are making mistakes because of how low the incoming damage is outside of the odd heal check mechanic once in a blue moon.
In harder content you just get one-shot for messing up more often then not so there's no engagement to be had that regard and most of your thinking job-wise comes from memorizing when to pop CDs, though that eventually just becomes second nature and similarly ceases to be engaging.


Even to this day when i do the 24 man raid roulette, if i tag the orbonne monastery, i sometimes have between 4/5 people quitting the raid at the start, it's a bit sad
(Sorry for the subject derailment, back to the healers)

One person interprets the healers and the tasks involved. has their own idea of what they want and dont want to do as a healer, and then someone comes along and writes twice, once wasn't enough, that it has to be so and so.What is this strawmanning? The healer's primary job is to heal unavoidable damage, fixing mistakes only comes after you've made sure the tank is not dying to autos and the team is topped up and shielded for major aoes. Healers exist to heal unavoidable damage first, and to fix mistakes second.
If you want to play a non-trinity game where everyone heals themselves, they exist out there, but FFXIV is not one of them.
why discuss at all if you know best anyway? and because it's good to say things twice, here again. since you know best anyway, you don't need to discuss anymore.



If you want healer to be a triage role only... where's the triage and what exactly do we do when not triage-ing?
Nowadays people just die when they make a mistake, which also means healing them is largely pointless since they just die anyway, a focus on triage is incompatible with the current fight design. Even if they change this in Dawntrail, old content is supposed to be Evergreen. In high end duties the body checks mean you can't even raise.
Last edited by WeakestZenosEnjoyer; 06-18-2024 at 09:35 PM.

I Just thought I'd pop in and add my voice to this, and I almost never come on these forums but this is an issue, and has been for far too long and I'm getting far to frustrated with it.
I'm tried of content that provides little to no engagement/risk to the group, dungeon content has become pretty much second monitor content for me while my attention is more on a YT Vid or other entertainment because if I don't have SOMETHING interesting I will literally need to sleep after dungeons because they are just, not engaging. EX and Raid content *can* be better... but often falls short as well, outside of a few mechanics that come to mind the entire expansion.
Healers deserve to have content that is fun and engaging for them that lets them shiny in their role and actually use more than a small handful of their kit, far more than it currently is, they deserve to feel like they have more impact, more moments where "I was the Hero, I saved that, without me this was over" but there is barely any reward for healers above being mediocre, why become amazing at your role when just good enough is fine?
Anyways, I support this, making healing fun again, it isn't atm imo, I don't know exactly how to fix it, but a good start for me would be to make sure that healers feel they need to use Healing skills More, healing should feel important, it doesn't currently.
"My healing is filler, to a 1-2 Button DPS Rotation, isn't this fun? x)"



I can't conscience this because almost all of the mechanics you see from even StB onwards are just rehashings of ones introduced in ARR and HW, just telegraphed more obviously.
There were entire bosses in ARR that did nothing but 'untelegraphed' attacks that you just had to watch the boss' animations and positioning (Cyclops, Minotaurs) and even had no tank aggro (Demon Wall/Tome, Biped Dragons like endboss of Stone Vigil Hard). The modern versions of those fights, like the Cyclops, second boss of Amanesis Anyder, can't fathom these types of attacks without giving players a 'quick flash' of the AoE just before it goes off to really emphasize to the player that you screwed up by not dodging. Hell, even Titan hard mode just had bombs and you had to move away from them, guesstimating their range.
There's always been a degree of knowing your enemy by exposure which is a good thing, like how a chimera would do the voices and a gigantoad would pull-> leap, things that even the overworld taught players in ARR, so a lot of that shorthand could be expected when that type of enemy appeared as a boss or add or even trash mob.
I suspect the reason you had less difficulty with earlier duties had much less to do with how difficult they were to 'read' and more to do with how powerful and simple player actions have become for those level ranges, let alone systems like gear also being more powerful in subtle ways.



Double post; can't edit in mobile mode.
Often you would never be threatened by mistakes in earlier dungeons trials and raids because you do heavily outclass them that you don't need to even do mechanics, even if you see them. See: Crystal Tower, ARR post MSQ trials, Alexander normal raids, even the leveling dungeons get trounced despite tighter ilvls

Yeah feels bad when a warrior doesn't even need me I'm just low dps like sure give some sustain etc but it's out of hand...


I think ARR and HW were way harder because rotations were harder, mechanics were brand new and the damage, heal and tanking checks were way harder. Even SB was harder than ShB and EW looks at the alliance raids, people still wipe to them after 7 years. I think ShB and EW aren't harder but they require way more movement and constant reacting which would make them nearly impossible with old style rotations and stats. The only healing check I can think of in EW is P10S besides that healing is pretty simple and even then after you get used to P10S its just CD you save.
I mean people still die in Hard mode dungeons from ARR and a lot of HW/SB dungeons were dumbed down for duty support. I think that the game has gotten easier it just throws more stuff at you way faster.
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