I don't think "just delete healers" is the solution we're after.maybe its time SE looked at removing the Holy trinity and just making different flavours of DPS all with the exact same rotations and same amount of abilities, the only difference being how the armour looks as stats should be the same across the board and abilities have different colours and sparkles... this should fix the problem of the job jealousy.
oh no no, sorry I forgot to add, maybe just add 1 dot and 1 attack plus 1 aoe for all classes, 1 heal on a relatively short cd, a self mitigation and a damage buff, even controller players will be able to play with ease, some of you in this thread have said SE are incapable of balancing a trinity and everyone has a gripe about their jobs be it Healer DPS or Tank, just role all the archetypes into 1 and call it a day, even balancing would be simple.
But that's effectively "deleting" healers, like I said.oh no no, sorry I forgot to add, maybe just add 1 dot and 1 attack plus 1 aoe for all classes, 1 heal on a relatively short cd, a self mitigation and a damage buff, even controller players will be able to play with ease, some of you in this thread have said SE are incapable of balancing a trinity and everyone has a gripe about their jobs be it Healer DPS or Tank, just role all the archetypes into 1 and call it a day, even balancing would be simple.
Healers want to heal. We don't want to be DPS - otherwise we'd just play the DPS jobs.
This further proves what I said earlier, alot of your healer allies have claimed your kits are too strong and you dont use most of it so they would like to do abit more DPS in that regard, don't shoot the messenger, even this strike doesnt know what it fully wants.
Personally I dont mind healing but im a DPS main, I heal when I wanna chill out which is admitedly alot lately, I find it hard to keep people alive in DF as is as they are eating most attacks especially sprouts, and at lvl 90 most people get 2 shot pretty much so I dont quite understand where this thinking is coming from bar the fact people have played healer and done the content for so long they are used to it and bored, Im not saying healer doesnt deserve love but to say healer is completely useless is a slap in the face to all their healer brethren out there still healing and ressing people who are not as experienced as they are.That is the biggest issue in these sort of discussions
Having two sides with differents opinions is not really that of a problem, with enough talk you can solve it/understand the other.
The real issue is when you have this "third party" or any individual with the sole purpose being to throw off every hope of discussion from everyone here.
(at least that's how i see it/feel)
I know it's easier said than done, but keeping your cool (or at least trying your best) is the best thing you could do in this situation, from one side or the other.
(if not that'll give just more power to people who want healers problems to disappear under the rug, again)
Last edited by Kathryn; 06-19-2024 at 11:49 PM.
That is true, however, by looking at the new skills given to healers in DT, it's clear SE is moving away from the trinity and is brewing something else. There's shield on WHM and a 10% mit on AST, which means the raids will be heavily reliant on mitigation checks. This could be the answer to Abyssos healer shortage, where healers were blamed by everyone when DPS didn't want to push their Feint button.
Since it's clear they don't want healers to heal that much anymore by giving them DPS spells locked behind 2 minute meta, one solution would be to rework healers completely into offensive support. It's a solution, but what can we do, eh?
Last edited by Rehayem; 06-19-2024 at 11:55 PM. Reason: typo
I would like to DPS aswell. In fact, once the healing part is done, I don't want to stand idle or spam the same one button over and over. We can have both heal checks, heal intensive and more dps complexity. We had those before ShB, they can coexist. Other MMOs have those.
I want more healing to do. But I also want more DPS tools to fill the space when I don't have healing to do.
Also finding balance between the two is engaging and gives veteran players something to optimize around beyond how much you can stretch your 120 casts of Glarebroil into 140 casts of Glarebroil.
Last edited by GrimGale; 06-20-2024 at 01:00 AM.
When you really think about it, between the distribution of dps/mitigation/healing abilities amongst jobs, they really already are quite homogenized. What's differentiating them is mostly potency, cooldown, etc and if you just messed with scaling per job, they'd feel nearly identical. The combat of XIV is too basic (in the sense of being an RPG) to really satisfy a wide array of distinctive feeling jobs. A lot of job individuality now within each role is heavily dependent on cosmetics and the feeling of the rotation on a mechanical level.oh no no, sorry I forgot to add, maybe just add 1 dot and 1 attack plus 1 aoe for all classes, 1 heal on a relatively short cd, a self mitigation and a damage buff, even controller players will be able to play with ease, some of you in this thread have said SE are incapable of balancing a trinity and everyone has a gripe about their jobs be it Healer DPS or Tank, just role all the archetypes into 1 and call it a day, even balancing would be simple.
The truth about the game is that when it comes to job design, really only Ultimates matter, and to much lesser degree, Savage. The rest of the game suffers from the resulting imbalances and is made to be regarded as nonsense by players who benefit the most from how it all shakes out. I don't see it as job jealousy. I just think many players want consistency (for example engaging feeling dps options for healers) when the dev team is catering to a small % of players who do the height of endgame.
And this is the problem with all games especially multiplayer that attract large audiences, they need to keep the base content as doable as possible or risk losing that subscriber, it's easier and more beneficial to attract new players to your game if they can do alot of the content independently, the sad thing is as this does affect older players because they get too used to it and get bored or feel its too easy, sadly its been proven with past titles that if you aim solely for the hardcore playerbase you will lose out even the guy who only logs on once a week is just as vailuable as Timmy who logs on 14 hours a day 7 days a week.When you really think about it, between the distribution of dps/mitigation/healing abilities amongst jobs, they really already are quite homogenized. What's differentiating them is mostly potency, cooldown, etc and if you just messed with scaling per job, they'd feel nearly identical. The combat of XIV is too basic (in the sense of being an RPG) to really satisfy a wide array of distinctive feeling jobs. A lot of job individuality now within each role is heavily dependent on cosmetics and the feeling of the rotation on a mechanical level.
The truth about the game is that when it comes to job design, really only Ultimates matter, and to much lesser degree, Savage. The rest of the game suffers from the resulting imbalances and is made to be regarded as nonsense by players who benefit the most from how it all shakes out. I don't see it as job jealousy. I just think many players want consistency (for example engaging feeling dps options for healers) when the dev team is catering to a small % of players who do the height of endgame.
This is why you see more accessibility and homogenization, it wont get better as studies apparently now say people dont want to put the effort in to their games.
I agree, You might see some class changes like abilities get baked into each other, but things wont get more complicated, tooltips for skills atm are absolutely huge walls of texts in some cases and alot of people have the attention span of ADD to even read it all and understand the skill in its full.
Sage is kind of alrdy a step in that direction tbh, throw the shield up and DPS away maybe hit the AoE regen for a lil health refil.That is true, however, by looking at the new skills given to healers in DT, it's clear SE is moving away from the trinity and is brewing something else. There's shield on WHM and a 10% mit on AST, which means the raids will be heavily reliant on mitigation checks. This could be the answer to Abyssos healer shortage, where healers were blamed by everyone when DPS didn't want to push their Feint button.
Since it's clear they don't want healers to heal that much anymore by giving them DPS spells locked behind 2 minute meta, one solution would be to rework healers completely into offensive support. It's a solution, but what can we do, eh?
Last edited by Kathryn; 06-19-2024 at 11:59 PM.



It’s honestly extremely disheartening to me that healers saying ‘we are dissatisfied with the fundamentals of our role not being met’ and they get literally 400 pages of people saying shit like ‘just do ultimates’ ‘just delete every single role’ ‘why do you want EVERYTHING to be savage difficulty because you want to use an actual heal GCD every now and then?’
Why even bother having the forums if feedback is going to be so easily and quickly dismissed
Because they literally swarmed and attacked people who came in with different views or enjoy how the current healing role plays by calling them braindead among other things, these healers are not innocent in that and they literally cannot settle on what they want, the thread is full of bickering.It’s honestly extremely disheartening to me that healers saying ‘we are dissatisfied with the fundamentals of our role not being met’ and they get literally 400 pages of people saying shit like ‘just do ultimates’ ‘just delete every single role’ ‘why do you want EVERYTHING to be savage difficulty because you want to use an actual heal GCD every now and then?’
Why even bother having the forums if feedback is going to be so easily and quickly dismissed
Just putting it out there but respect is a two way street.
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