

To be fair, even having the option to do a bunch of cool but useless things would be an improvement. The true XIV healer experience would also include one day the devs deciding to cut everything but the crouch attack and then tell you to play against pros if you want to have fun with that character.
Last edited by EusisLandale; 06-26-2024 at 03:12 AM.
Most in-game activities are instanced duties. Dungeons, Trials, Raids, Criterion, Alliance Raids, Treasure Maps...etc. Also, enemies die faster if you bring additional DPS. As long as enemies die before mitigation enhancements wear off, tanks will be fine. Not to mention WAR only need Bloodwhetting.
Are you defending FFXIV current design or are you criticizing it? Yoshi-p has been painstakingly enforcing Pure Healer/Barrier Healer split since the start of EW, and now you say it's good when you don't need specific one and another? It's contradictory to what the dev team intended.
All those fancy words , but ultimately, they share the same goal: help the team to survive the next unavoidable damage. You can achieve the goal by either mitigation, healing, or both. If non-healer composition can still achieve the same goal, you need no healers.
Right now, the responsibility of party mitigation is shared by every player in the party. Healers alone only contribute a small portion of party mitigation. In high end content, you'll die if you rely party mitigation soly on healers. In normal content, mitigation is not needed as mechanics don't hit hard enough, and non healer roles can already cover the healing part with their current kit due to low frequency of incoming damage
In DT, tanks and DPS will be able to contribute more healing.
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True, but the reason people feel repetitive is because, IMO, our healing tools are boring. Aside from the select few healing related actions, most of our healing spells don't interact with the rest of the kits.
Press this button to heal X amount of HP. Press this button to regen X HP for 15 seconds. Press this button to give X potency shield. They work independently from each other.
You can just remove Afflatus Solace and Cure II from WHM, then replace them with 5 stacks of Tetragrammaton. WHM still isn't going to be affected in terms of healing output because these three buttons are all high potency single target healing.
See above-You're complaining about the job's gameplay being repetitive, and then you're complaining about the fact that you have too many options that are all equally viable. There are complaints about the job gauge system AND complaints about the basic cure spell that claims an ability that RUNS OFF THE JOB GAUGE SYSTEM replaces it.
If you don't play tank when I need a tank, you're punishing me
If you don't play healer when I need a healer, you're punishing me.
If you don't spawn S rank elite mark for me, you're punishing me
If you don't put up cheap item on marketboard when I'm shopping, you're punishig me
lol what is this
How about they make the role enjoyable for people to stay? Right now, in this thread, healers from both ends of the spectrum, casual and hardcore, are not happy with the current state of the healers.
By the way, you can just queue as healers so this healer strike won't matter.
Can't tell if you're arguing in good faith or not because there were at least 50 of you in this thread that just left the chat and disappear whenever their arguments got challenged.
Last edited by Aword3213; 06-26-2024 at 03:26 AM.

It is concerning to see some healers displaying negative behavior in response to new expansions. Instead of focusing on the challenges and changes, it would be more constructive for healers to embrace the new content and adapt accordingly. Observations have shown that some healers exhibit arrogance by refusing to heal or resurrect players, particularly if the tank is new or struggling with mechanics. This can lead to an unsatisfactory experience in alliance raids, where other players, often DPS with healing or resurrecting abilities, have to compensate for the healer's lack of support.
Healers should prioritize their responsibilities, which include healing and resurrecting, to ensure a smooth gameplay experience. The expectation is for healers to maintain their role effectively, without letting personal frustrations interfere with their duties. It's important to recognize that every role faces challenges, but cooperation and a positive attitude can significantly improve the gaming environment for everyone.
Moreover, some healers express a desire for the game to be more challenging, potentially due to feeling underutilized. However, addressing this by neglecting their core responsibilities is not the solution. It is crucial for all players, including healers, to work together harmoniously to enhance the overall experience.
Square Enix, known for its expertise in game development, is expected to balance the needs and feedback of all player roles without disproportionately catering to any single group. By maintaining this balance, the company ensures that the game remains enjoyable and fair for the entire player base.
In conclusion, while feedback and adaptation are important, it is essential for healers to fulfill their roles responsibly and constructively engage with new content. A cooperative and positive approach will benefit not only individual players but the community as a whole.
Im actually not buying DT and Im taking a break. I think last thing ill do is try out the new monk though. Current monk is a flaming dumpster. But if i like it ill finish levelling mine from 80 to 90 and get 90 gear for it, should be fun.
New Astro looks okay, more like a baseline for them to work off of which has been the intent on current job changes since they say more will come in 7.2 and 8.0. But with how easy and boring the first dungeon looked, Im not convinced to play astro again yet with the current longstanding healer problems. Whats the point of the astro changes if im just spamming malefic anyway?
Id like to play more dragoon. But while they cleaned up a lot of the jank, they also seem to have made it just... 1 2 3 4 5... baby\\'s first dps for new players starting lancer i guess. It\\'s alright for there to be easy classes though, i care more about it playing uniquely than being easy but theres nothing unique about it. If you want to jump in and out, play red mage.
I dont know how i feel about black mage but i dont like the look of the changes. It just removes a lot of the skill. But skill to play at lvl 100 doesnt matter for braindead plotwatcher availability as the atrocious levelling curve. The problem is you will not learn how to play black mage by levelling it, you have to look it up.
Dancer just got more buttons dumped on the burst. Which is okay but not interesting.
Scholar seraphism? I dont mind the asthetic myself but scholar continues to get new actions like theyre 10 levels behind white mage. Its just temperence. Creative bankruptcy. Meanwhile fey union is useless.
I prefer white mage not getting a dash, its kinda why they have so many ogcds and afflatus is instant too, they can walk all they need and the dash was better staying unique to sage. Homogenization along with seraphism. In fact giving white mage a dash just lets you glare more xD i prefer wasting lillies to proc blood lily while walking and thats bad design in the first place. You should use healing resources because you need to heal.
Red mage is the same.
I still miss DoT summoner and no one asked to be able to summon a space satellite.
Bard is the same. Ive played a ton of bard but ive started to see all the many tiny ways i keep missing optimization and it pisses me off so i cant play it anymore xD pretty dead job though, i never see anyone play it.
Im told to pick up ninja because its really fun and not too hard so i might have to do that.
I dont really play sage. Sage is an insult to scholar and healing in general, and to old noct sect astro.
So yeah, all my jobs are either disappointing or have only the illusion of any change and the battle content like the media tour dungeon looks the same as ever so i dont know why i would buy DT when i also have never been very interested in the story.
This sounds like the japanese cultural perspective, where they care more about fulfilling one's supposed responsibilities without complaining.
This is a video game. Healers have no obligation to play a healer if it isnt fun for them. It's not their job to waste their time babysitting so that YOU get to have fun. They can change to whatever job and role they want to have fun themselves if they want to.



This isn't the strike, it's literally a consequence of the current game design where healers are DPS bots until someone collects 4 vuln stacks and needs to be raised.
We have no responsibility except that specific situation so other people play healer to turn their brain off and don't turn it back on when they finally have to. We are choosing to adapt by playing a different role.




I, as a responsible healer, do not have an obligation to make sure your queues are filled. what you are asking for is to basically subvert my enjoyment for yours. sorry, but as the saying goes... you do not pay my sub. if I choose to play dps instead of main whm for this expansion... that is ENTIRELY... my decision to make, not yours.
but thank you for your input into how I should spend my time. so noted.
#FFXIVHEALERSTRIKE

As a casual player who never goes into the more "hardcore" content, i would like to add my 2 cents to this. (English is not my first language so sorry for some mistakes)
In every MMO, and in FF i've always played healer, even in my other account that i had since ARR when i only played SCH, and the main issues >for me< are:
First - The more i level up, the less i heal, i spend most of my time spamming the same button and throwing some ocasional heals. I know i might be a minority here, but the main reason i play healer is so i can heal people (shocking), manage my cooldowns to know exactly when to throw that big heal to instantly top everyone, feel the adrenaline of knowing i'm responsible for the whole team, having to constantly pay attention to the team or else someone dies, etc. If i want to play a DPS role, i will play a DPS job, HOWEVER, if this is how healers are supposed to work in the game, then at least give them more to do DPS-wise, spamming Glare/Broil/Malefic over and over again is just brain dead gameplay to me.
Second - As a casual player i find it kinda weird when people use the "let's not make dungeons too hard for the average player" argument as if we weren't at lv 100 already, it's not like we're asking them to make sastasha easier for the lv 15 new player, new healer who has 2 healing spells at their disposal, i don't think "fun for the average player" means "brain dead easy boring" content. Maybe it's just me, but i loved how i felt a difference in difficulty in SHB when i first did Homilster Switch and EW's Tower of Zot. So the average player doesn't have the ability to >>learn<< how to heal some harder content? They cannot make mistakes and learn from them? They cannot feel responsible for screwing it up by starting in a lv 70 healer job instead of learning the basics first? Idk it's just weird to me this "trying to protect the average player from the slight frustration" behavior.
Third - Healing jobs most of the time "feel" the same with some slightly different spices thrown into them, AST is WHM with some cards, and SGE is SCH without a fairy attached to it, i know, when it comes to optimizing the jobs you can see more differences but i believe you know what i mean, they have the same "base kit" but seen from different "lenses", which makes the gameplay feel kinda repetitive.
Maybe thanks to this "homogenization", balance is easier to achieve, and i am not familiar to extremely harder content so i can only talk from an "outside" perspective, but these are my main complains about playing healer in FFXIV.
If i'm going way out of what i'm allowed to discuss than i'm sorry lol
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