At this point it's starting to feel like the devs are running out of ideas on how to meaningfully improve the job kits in general given that almost everything introduced in DT is either bloated potencies gated behind one/two minute cooldowns, overkill healing utility for DPS, or more mitigation/healing CD bloat for tanks/heakers.
Could also be that SE did listen to the many players asking to have almost their entire rotation way sooner than the max level, meaning the devs can not add something revolutionary to the rotations anymore in the last 10 levels, or the forums will continue to be filled with complaints that we lose too many skills when synched under that.At this point it's starting to feel like the devs are running out of ideas on how to meaningfully improve the job kits in general given that almost everything introduced in DT is either bloated potencies gated behind one/two minute cooldowns, overkill healing utility for DPS, or more mitigation/healing CD bloat for tanks/heakers.
Which would be another example of players getting what they asked for, only to realize this is not the genius idea they were thinking it would be. A bit like asking for years to be able to put several skills into one button like in pvp or with these combo add-ons because "123123123 is totally the same as 111111111", and wondering after that why the devs seems to think that healers pressing 111 all the time is not a problem.



50 per tick X 5 ticks of regen = 250 total potency,
it's more useful to think about the total potency of a regen since it'll usually have enough time to play out and that's the healing per ability/GCD.

I'm sure it's been mentioned in over 470 pages of forum, (and speaking as an AST main who keeps getting the rug pulled from under their feet every expansion) I want to feel needed in combat. The class trinity works because the core fantasy of each role is "You wouldnt be able to complete this without me" and that's simply been forgotten, or perhaps willfully ignored? AST in particular, has had several fun side mechanics beyond "Health bar go up!" and "Health bar go down!" over the years, which were really what was keeping the role fun for me.
Maybe we could solve this by forcing Yoshi-P to make John Finalfantasy into a healer for the poster job for 7.0.


make him a scholar since non of the scions are scholars and then theyll have to make a cgi model of seraphism and realise how dumb it looks.I'm sure it's been mentioned in over 470 pages of forum, (and speaking as an AST main who keeps getting the rug pulled from under their feet every expansion) I want to feel needed in combat. The class trinity works because the core fantasy of each role is "You wouldnt be able to complete this without me" and that's simply been forgotten, or perhaps willfully ignored? AST in particular, has had several fun side mechanics beyond "Health bar go up!" and "Health bar go down!" over the years, which were really what was keeping the role fun for me.
Maybe we could solve this by forcing Yoshi-P to make John Finalfantasy into a healer for the poster job for 7.0.




As someone who leveled EVERYTHING to 90, including all 4 tanks and all 4 healers, but settled on WAR for Savage and SCH for my healing in casual content..... I actually like it when I'm paired with a WAR or a DRK in casual content. Sure, there's a risk my excog won't proc at all and it'll go to waste, but the odds of someone dying to my mistakes in that content are pretty much zero. And since it's casual content, "nobody dies" is always my goal, in support of "get through this as fast as possible."
In savage, a warrior's biggest advantage isn't the infinite sustains, it's the shortest TB cooldown.... that takes their health to 1. Same issue GNB has. Since a WAR can just ignore tank swaps but will need to have massive heals in the process, that is generally coordinated with healers ahead of time because no amount of self sustain can get you from 1 to 123K back before the next mechanic hits without a little bit of help from a friend. Those big tank heals and mits and such? They're needed in savage. They're used on timers. Because mechanics hit like a truck.
Anyway, I hope all the former healer mains have fun exploring other classes.
(The SCH in me says: My biggest gripe with Seraphism isn't the mechanic, or even the concept of the mechanic, it's the lost opportunity to give us Titania's wings. )
Last edited by Catwho; 06-23-2024 at 11:33 PM.
This is a player problem not a design problem though. You could give jobs the most fun, engaging rotations and buttons but if some players refuse to engage with their tools you can't really force them to.As a DPS player I used to have absolute trust that healers had my back if things went sideways. I don't really have that faith as much these days. I have run into far too many healers who have the attitude of DPS don't get heals unless they happen to be caught in an area heal. I also have run into many that will not rez a DPS even after a fight no matter what. So I go into dungeons these days being pretty darn careful that I keep my 2nd wind at the ready and a stack of potions too boot. If I die I run back just as I did years ago in WoW. I find it sad how things have changed really.
I still peel mobs off a healer and run them to the tank if its needed. I am a DPS it is what I do. I got the healers back no matter what.
in spite of these personal feelings about the current situation. I will always support someone's right to play what is fun to them. If healing isn't fun don't play it.
If your healer refuses to perform their role, you report and move on. Healers being designed with 1 nuke button and 20 healing skills doesn't make them "heal more".
I agree actually but this sort of thing really could be part of the reason there is so much pushback to the strike. There is a fairly common perception I am seeing being muttered about in game. Some DPS players that have little sympathy with the healers situation since they don't perceive many healers as doing their role as it is.This is a player problem not a design problem though. You could give jobs the most fun, engaging rotations and buttons but if some players refuse to engage with their tools you can't really force them to.
If your healer refuses to perform their role, you report and move on. Healers being designed with 1 nuke button and 20 healing skills doesn't make them "heal more".
Before I get attacked I have repeatedly in this thread supported you guys and the strike. I still do. I am just reporting what I am hearing in game and trying to do it in a civil manner.




I believe that there are players in any role that don't live up to certain expectation, healers are no exception. Nor does vague reference of "fairly common" perceptions means much, with all due respect. This has likely existed from some players for years, I could also point to the same for other roles, so what would you suggest that healers do? Just stay quiet because some players aren't perfect? Sounds rather hypocritical honestly when that bar is not set for other roles.I agree actually but this sort of thing really could be part of the reason there is so much pushback to the strike. There is a fairly common perception I am seeing being muttered about in game. Some DPS players that have little sympathy with the healers situation since they don't perceive many healers as doing their role as it is.
Before I get attacked I have repeatedly in this thread supported you guys and the strike. I still do. I am just reporting what I am hearing in game and trying to do it in a civil manner.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote



