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  1. #1
    Player
    Loggos's Avatar
    Join Date
    Nov 2011
    Posts
    1,040
    Character
    Kaeya Alberich
    World
    Twintania
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by KitiaraIornsight View Post
    I sit here watching this and for funsies queued dutyfinder with a smn since I was distracted by all these threads..... and in expert roulette had 3 party wipes due to mistakes by a healer that couldn't keep up and yet "we don't need healers anymore" and we had the god tier warrior tanking that supposedly can replace a healer
    It's true that healers are needed when other people play badly but that is also the problem: As people become good this changes.

    This means that healer is, as somebody else said, more or less a "prog job". It's a crutch as long as people make mistakes. But as soon as people stop making mistakes (because they know a piece of content well enough) their necessity decreases.

    Personally I consider this an inherent design flaw because in a trinity system no job should only be needed conditionally or situationally.

    In my opinion you shouldn't be able to do content (as efficiently, when we talk about normal mode) without everyone from the trinity present.
    1T1H2DPS should always be the most optimal team comp to complete content as fast/successfully as possible, even when players are good and don't make mistakes.

    Their necessity should be baked into their design/the encounter design.

    A good dps for example will only become better the better the player themselves and everyone else becomes (if tanks and healers are better then this means less dying, ergo more time for a dps to do damage).

    But from the perspective of a healer the better people become the less they'll have to do.

    Healers are the only class that are the "inverse fun job" in that sense.

    (Sorry to everybody else reading, yes I just copied this from an earlier post because I don't want to write the same thing again but with slightly different words.)
    (14)

  2. #2
    Player
    aquarys's Avatar
    Join Date
    Jan 2024
    Posts
    25
    Character
    Shiranui Okita
    World
    Adamantoise
    Main Class
    Dark Knight Lv 100
    I only just recently joined the FFXIV forums and this is the first I've ever heard of the healer strike. I just want to add my own experience as a rather casual player who is a tank main, but has been recently leveling AST from lvl 60. My normal FFXIV routine is to log in and just do my daily roulette's using AST. This is the first time I actually really enjoyed healing in any capacity and I actually find that healing can get pretty hectic during Alliance raids, and maybe even in higher level trials. I actually have a hard time juggling my cards and even keeping DPS uptime at all while also trying to juggle fight mechanics. I think Healer right now is much harder than tank, and sits right below DPS in terms of difficulty level. If I ever die and get rezzed, the fact that I have no mana to help chain resurrect other party members can be a good pressure generator. So I am kind of surprised / was not expecting a healer strike to be going on at all, from my experience alone.

    That being said, I personally wouldn't mind more DPS spells to make DPSing more interesting.
    (1)

  3. #3
    Player
    Loggos's Avatar
    Join Date
    Nov 2011
    Posts
    1,040
    Character
    Kaeya Alberich
    World
    Twintania
    Main Class
    Pictomancer Lv 100
    Sometimes I wonder if it would be better if SE just developed two different kits per class. A simple one that's perfectly capable of clearing casual content and an advanced one that you can select/toggle on and off in your actions and traits window.

    The advanced one can be used in every piece of content so if you want to go ham with your rotation on a casual boss you can do that but the simple one can't be used in hardcore content. (For healers this would probably not mean that much more fun re: healing in casual content but you could give them a proper damage rotation for their advanced kit at least.)

    I know this will never happen! It's just a thought experiment.

    But I really think the problem is that you have so many players of vastly different skill levels and you try to serve them all with one kit. Those groups are so diverse that it seems nearly impossible to serve them all with just one "product".

    So if your ideal is that this game is a theme park, as Yoshi says, where lots of different groups can spend their time, but those different groups can't agree on one kit because their wishes and gameplay styles are mutually exclusive, then perhaps you need expand your "product pallette" to live up tp your themepark ideal.
    (2)
    Last edited by Loggos; 06-21-2024 at 04:34 AM.

  4. #4
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,662
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Loggos View Post
    Sometimes I wonder if it would be better if SE just develops two different kits per class. A simple one that's perfectly capable of clearing casual content and an advanced one that you can select/toggle on and off in your actions and traits window.
    The way to do this is by balancing potencies intelligently. For a quick example, take WHM. I often mention my idea for it would be to add a new button, Water (later Banish), with a 15s CD and dealing just 40p more than Glare. Then, lowering Dia to 12s duration, and changing it's potency from 65+65 per tick, to 150+70 per tick, going from 715 total over 30s, to 430 over 12s. By increasing Dia's base potency, clipping it by accident/purposely for movement would lose you less damage, helping those players at the skill floor to keep up. Additionally, if you ignored the proposed Banish (350p) entirely, and just use Glare in its place, you'd lose just 160p per minute, pretty much half a Glare worth of damage. We don't need to have SE's constant ballooned potencies on things, like the new Glare 4 being somewhere in the 500s. By keeping the 'optimal gameplay' that people seek for the 'skill ceiling' as a gain, but a very small gain to keep the skill floor able to clear content easily, then you can have the best of both worlds: A complex rotation to aspire to mastering, yet one that is entirely optional (and can be easily 'dropped out of' to heal when necessary)
    (3)
    Last edited by ForsakenRoe; 06-21-2024 at 04:40 AM.

  5. #5
    Player
    Rolder50's Avatar
    Join Date
    Jan 2018
    Posts
    1,616
    Character
    Alarasong Elaha
    World
    Siren
    Main Class
    White Mage Lv 91
    Adding on to the accessibility argument, I thought that is what Trusts are for? If you really need the help, then the NPCs can and will straight up do the dungeon for you.
    (10)

  6. #6
    Player
    Evergrey's Avatar
    Join Date
    Dec 2014
    Location
    Limsa Lominsa
    Posts
    2,021
    Character
    Rexipher Evergrey
    World
    Odin
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Rolder50 View Post
    Adding on to the accessibility argument, I thought that is what Trusts are for? If you really need the help, then the NPCs can and will straight up do the dungeon for you.
    Back when before Trust was a thing I heard more people wanting NPC companions due to not wanting to play with others than it being for accessibility reasons.
    And there was those amongst them that wanted it simply because then they wouldn't have to feel the pressure if something goes wrong.
    Mostly from people playing Tank & Healer.
    (0)

  7. #7
    Player
    WeakestZenosEnjoyer's Avatar
    Join Date
    Jun 2024
    Location
    Ul'dah
    Posts
    288
    Character
    Scrappy Moonlord
    World
    Halicarnassus
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by aquarys View Post
    I think that's fair enough. I do think DPS on AST (the only healer I really play right now) is kinda braindead in roulettes. Not sure how it's like on other jobs. I would hope that it's more involved for Sage, since I thought that healing through DPS was the whole point of the job? Edit: this is a genuine question because I've been hoping to start leveling Sage soon after AST because I like the idea of doing more DPS
    It's not really better, instead of cards you have a hybrid AoE called Phlegma that's 40s CD/2 charges, it's also an instant cast for movement,

    Kardia handles any chip damage and you can just throw around Addersgall recklessly so it's actually really dull.
    (5)

  8. #8
    Player
    kyyninen_kirahvi's Avatar
    Join Date
    May 2022
    Posts
    87
    Character
    Sami'a Amriyo
    World
    Phoenix
    Main Class
    White Mage Lv 90
    I'm not sure if I can write out my thoughts clearly. I've been feeling like the healer role is not thought through. Not really considered how it's not fun to play. Eventhough all the healer jobs are playeable and viable, all of them lack some kind of cohesion and skill synergy.

    I do think the new actions are a step in the right direction, but something like them needs to start appearing sooner. Give a casual white mage a reason to press presence of mind earlier than level 92. Remove cure 1 and cure 2 when they are really not needed any more, or just turn them into cure 4 and cure 5 or something.

    Give casual healer a reson to press the actions they might normally not. E.g. Medica 2 + rapture saves way too many situations. If you think over healing is fine then please have something to reward it. Otherwise it's just bad healing and wasting your own resources.

    Why do all healer job gauges feel neglected? Why not build on them? Have more lily actions or fairy/energy drain actions. Give astro back the rng? Make sage the DPS healer it was advertised as.

    The DPS actions could be tied to healing like misery, or just take something from the lore of each. Where are the white mage's Amdaporian war damage action? Where is the Nymian strategist DPS. Sage was supposed to be a DPS but it boils really down to beaing a really boring scholar like healer. Astro has the stars so only the sky is the limit.

    Healer jobs are stressful. And they should be! They have a little more responsibility than DPS and tanks. To say casual content should be easy because no one should be stressed is damaging to healer players. Every role should know how to play their job at least somewhat competently at every extensions end. It should be expected for the story dungeons of Stormblood be easier than Endwalker. I do wonder how many "bad casual" healers had difficulties on Barb and Zeromus because they were never used to heal like those battles required.
    (13)

  9. #9
    Player
    Ayalu's Avatar
    Join Date
    Jun 2024
    Location
    Shayalan
    Posts
    271
    Character
    Ayalu Jeji
    World
    Moogle
    Main Class
    Scholar Lv 100
    I would say i count as Casual as i dont touch Extremes or Savage stuff.
    While i dont run into the problem that i dont feel needet as healer atleast not in the last few time.
    I still see problems in the design and how monotone it is to do my Attack spell.
    I also see all the design problems in the other classes, the removal of interlocking parts in class design, homogenisation and narrowing of design space.

    I will also mention that distatisfaction with healing is also present on the Japanese Side of the Community.
    One should mention that they desire a different solution for it, not more damage as they do think Healer should not damage.
    But a more enticing healing and support experience.
    (7)

  10. #10
    Player
    KageTokage's Avatar
    Join Date
    Feb 2017
    Posts
    7,093
    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    I'm not sure why people even engage with this topic in this first place if they're really so wholly convinced it's not going to matter.

    It comes across as the opposite if they feel the need to keep aggressively downplaying it.
    (17)

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