- Reason
- Fusion



Good for them I guess (and for me, going dps in the msq is fun ngl)?
That doesn't invalidate any of the points discussed about healer design though


Uh no I mean like they're objectively bad at healing. They don't understand their kit at all and feel like they just bought a 90 boost and speed levelled. Cure 1 spam sort of stuff like genuinely bad healers, not lack of understanding mechanics.

Your bad faith won't get you anywhere either.
Do you know something called trust system by any chance ?
Last edited by Hellebore_Ghrian; 07-02-2024 at 09:21 PM.




Anacdotal reports about the number of healers you see, have nothing to do with the healer strike. Did you survey them if they are happy with the role? If they read about the healer strike. What they thought about the points in the manifesto. Etc.
It's just bad faith prodding, trying to invalidate the complaints about healers with nonsense.
Last edited by aiqa; 07-02-2024 at 09:28 PM.

(I've just finished DT as RDM and I've heard about the healer strike for a while but it's my first time reading this thread. I've only read the first five pages and pages 580-602 lol)
This thread has derailed several times LMAO but I agree with a lot of points made here from both sides, to be honest. Disclaimer: I have only played RDM in DT and only read up a bit on the new healer changes.
Healer gameplay should be enjoyed by all player types - and on the very basic and casual level, the skill cap should be balanced enough for your normal everyday player to get by dungeons, even if they miss, perhaps, Arm's Length, fail a Ninjutsu input, forget dots, not using the full healer kit, and get some vuln stacks from moments of "gottem!" That's what casual people prefer, and I'm admittedly one of the few that barely go into EX trials so I appreciate the straightforward idea of what a healer should do.
That being said the oversimplification of the healer jobs really turned me off from playing since Shadowbringers; I used to be a SCH main in Stormblood and enjoyed DOT/Barrier/Healing management. AST was fun when the cards did different things instead of having a preference between melee and ranged classes. WHM, I have no frame of reference for as I barely played it because I preferred SCH's old utility. It's frankly true that with good players, you barely need to heal, and so I yearn for healers to have some sort of DPS niche - even if our damage *sucks,* I wish I could just do a bit more, you know?
At the very least: WHM is encouraged to heal to build Blood Lily outside of their Stone, Aero, and Assize for damage. AST has some big changes (or, in some way, a return,) but I haven't touched it yet since playing through the new patch.
SGE is probably the BIGGEST offender, as it has no reliable reward feedback loop because addergall goes up at its own pace outside of Rhizomata (a 90s CD,) and addersting relies on the shield being *consumed*, not *expired*, and is unreliable as a DPS niche. SCH suffers the same way in not having a reward system for healing as the only toy they really get is Seraphism at *late game,* or fishing for a barrier so strong that it just gives SCH more time for Broil![]()
I love this thread, it's so spicy, I don't even need a curry xD
I think the problem with this thread is that it's outline is too broad...
Here are a few points I've gathered from the comments there:
1. Some posts here speak of healer rotations in high-end content being too simple, ESPECIALLY in static group scenarios where you know exactly what's coming and its unlikely someone will mess up.
-Me to the above: I agree to a degree. However I believe this can be off-set with fun fight design (TEA and DSR come to mind) - where the execution of the mechanics put the fun into the gameplay.
2. Some posts are from - normal mode enjoyers have outgrown the normal mode content but refuse to acknowledge this and think that normal mode should be balanced around them specifically. All of that while not taking the accountability of actually having to engage with further/more complex content (which exists) under their own terms.
-I have no words on the above, I think I already said my piece.
3. Ultimate raiders who have played for long enough to have their character/job be an extension of themselves (those who know what I mean - know what I mean) - have reached a point where it's simply not engaging enough, they need an Extreme Ultimate mode or something to push them further, or the jobs have to be made more complex.
-Me to the above: This is a rough one because if they make an even more difficult piece of content, the rift between normal and high-end ever-increases and the player skillgap becomes crazy. But that's not for us to worry about, that's for CBU3 to think about.
4. The old content (and some of the early DT content) doesn't give healers enough to do in situations where the party does not mess up.
-Me to the above: And this is by design because if you're not being challenged by this content, then this content is no longer FOR you, it's for Johnny Sproutstorm who started playing a day ago and boosted to 90 to join his friends.
And here's my ultimate point: Despite this "healer strike" being something you're meant to rally behind, people providing ANY point that opposes or even slightly differs from your own - is seemingly ill advised.
Due to the broadness of the outlines of this strike AND the extremely varied skill range of the community involved - this will never get a direct, actionable point across.
So perhaps instead of attacking, shutting down or accusing people of trying to attack you or the cause - extract meaning, ideas and points; then actually create a final post with the distilled essence of what would make your combined lives better.
Last edited by Fuzzout; 07-02-2024 at 09:51 PM. Reason: Made it a bit easier to read (maybe?)


1) If healers use 1 spell 80% of the time, while other classes have a much more varied rotation. You can't "fix" that by changing content.
2) Requesting a role balance such that a full trinity team is optimal for any group content, isn't a weird request for a trinity based game. Also look at your own complaint about dismissing people, you're doing exactly that: if you complain about casual content you are to good so you shouldn't complain. So basically any complaints about casual content are invalid by default.
4) That isn't a reason to dilute the healer role, by adding more healing and support onto the tank role every expansion.
And not being able to provide 1 actionable point just shows how messed up the role is. There are complaints from all sorts of players, about all sorts of things.
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