

Meh, regarding possible longer queues, healers who switch job will also have to deal with the same queues.
Besides, longer queues aren't the end.
Not that I think there will be a big difference from how it is now, I plan on grinding the FATEs for the zone unlocks and colorgems while waiting incase.



Another example of the Schrödinger's Healer fallacy: We should just go play something else but if we do we punish other players who now have to wait for a healer.
Pray tell, why are you not holding other players accountable like that? Why does a DPS, who has never touched healer, not punish others just so they can have fun themselves? Wouldn't you say that according to your logic it is a tad selfish that they never did the community the service of switching to a job they have less fun with to carry out the charitable act of fastening another group's queues?
Healers aren't trust NPCs. They pay their subs just like everybody else and would really like to get a good time out of it too.
Last edited by Loggos; 06-25-2024 at 11:43 PM.


Warrior and Paladin are now the healers



To be honest I'm a fan of the mitigation the other roles have now. WAR feels great to use because of its absurd self-sustain.It's like being a healer with a dps rotation! (especially if you're OT)
I've also had more than enough rough runs in roulettes with each role to appreciate not having all the mitigation/healing tools exclusively on the healers. Skill levels understandably vary the most in normal content.
It's why I think expanding healer DPS kits is the only really reasonable option they have left.




Other roles having healing and sustain is fine
The tanks having better healing than us is not okay
SIO is a stronger heal than literally any healer has outside of macrocosmos shenanigans and bloodwhetting even in single target is stronger than the healer tools and holy Shelton equals most healer tools
I don’t have the ability to give the tanks 50% mitigations, why should they heal better than me
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
Stop doing dungeons only then




Except the tank single target heals are better than the healer single target heals in ultimate, SIO is still overpowered
This problem doesn’t go away in savage, if anything it’s actively worse because you don’t get the “the job is kinda fun when everyone is garbage” point because if someone makes a mistake in savage you just get body checked
This isn’t remotely a dungeon problem
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


Heavensward was too clunky, they solved the clunk in Stormblood, then removed more (too much) stuff in Shadowbringers. I believe that addressing the clunk with Stormblood was good, but they went too far with the Shadowbringers changes, and I'd like it if the devs considered going back a bit, to a more Stormblood-esque design where there was a better balance between Job and Encounter complexity, because as it currently stands, if the encounter sucks (P6S, P7S, most of P11S), the Job doesn't have the complexity to keep the fight from feeling stale. On the flip side, even with a fight like O1S, a fight so bland in terms of Encounter complexity that it was cleared on the first pull by some groups, did not receive as much negativity as we see nowadays, and I believe that's because the Jobs had more to keep them occupied at the time, be that WHM having Aero 3, and their Aero 2 DOT being 18s (now Dia, 30s), or SCH having Miasma, Shadowflare, Miasma2/Energy Drain optimizations, etc, or AST having a Card system that felt like it had a much bigger impact on the party (because it did, if the RNG was in your favour)
I'm really not sure how the stance of 'HW was clunky, SHB went too far, SB was the ideal mid-point can we try that again' is causing such disruption that people feel the need to come in and say 'shut up and keep playing the role you don't find fun. But also if you don't find it fun, shut up and play a different role. But don't you dare leave the unfun role, you selfish person, you, think about the poor DPS who will have longer queues!' Well guess what, they can use Trusts if the queues are that bad. We're being treated as if we're NPCs already, so what's the difference between playing with us, and playing with the actual NPCs? And for those who complain that we're complaining, what are we meant to do, just sit there in silence and hope that SE suddenly decides that their direction is a bad one? We're told, with ingame text, that we should leave feedback on the official forums. What else should we do, learn Japanese and apply to SE so we can make the changes ourselves? If it were as simple as posting 'here's the changes we want' on the forums as 'constructive feedback', we'd have seen action in that direction within the past 4-5 years or however long the megathread has been around.
I had no hope that it'd cause some tangible change, but just to say 'I did what I could, as per SE's own ingame instructions', but I have written up Job Action guide style design sheets, for all four Healers, WHM SCH AST and SGE. Listed out the actions each Healer should learn, at what levels, with potencies, MP costs, gauge build/spend rates, cooldowns. Short of working for SE directly, I believe I have done everything that is possible to do as a player of the game who wants to see change enacted. If there's some avenue of giving feedback that I'm somehow oblivious to, I'd sure love to be told, so I can make use of it, because clearly all the one's we've tried so far have done nothing to reach SE.
To see people come in and say the same tired old rebuked argument lines, like 'if you don't like it, play another role (but actually don't we need you for the queue times)', or 'this won't do anything, unsub to make them listen (except this will remove forum access so we can't give precise feedback on WHY we unsubbed), or Schrodinger's 'you're too casual to understand why healers are the way they are, play harder content/you're too hardcore to understand why healers are the way they are, consider it from a casual's perspective', well, it's as repetitive and predictable as having to press the Glare button again and again on the Healers themselves. The irony would be delicious if it weren't so bittersweet
edit:
Just checked the maths, even factoring in the Healer 'Maim and Mend' 30% bonus, Cure 3 at max level is 780p (including the bonus 30%). SIO is 800p healing, plus a shield on top. Even Cure 3/Curaga, known for being 'the strongest healing magic spell' in most of the retro games, can't top Shake it Off, the funny WAR skill that people complained was 'too niche' when it was a self-cleanse. Now it's so 'not niche' that it's encroaching on everyone else's niche, including bloody Cure 3. There's no excuse.
Last edited by ForsakenRoe; 06-26-2024 at 12:52 AM.
|
|
![]() |
![]() |
![]() |
|
|