
Then you fix the bosses, not homoginize the tanks. Having some tanks better in some fights than others and vice versa is fun and interesting
I was leading more onto the "defensiveness" of the PLD's kit, as advertised when it became redundant due to fights already figured out that optimization meant to exclude them. It is being repeated, this time, to an entire role.
#FFXIVHEALERSTRIKE
- Seraphism is BAD.
- Give us back Shadowflare and make Deployment/Emergency Tactics affect Biolysis
- Give us back Rouse
- Make pet management rewarding.



I've said this a lot before, but the accessibility excuse is pure garbage.They've just been slowly killing complexity and stagnating the game in the name of accessibility, and while it's not necessarily bad to make the same more accessible, it also makes it more or less a lot more boring when there's no interesting nuance to the combat system or to your character's kits beyond "Press the buttons in the correct order."
Stormblood was already very accessible. Despite my love for Heavensward, I have to admit that Stormblood did make the jobs generally less clunky and some of them did get more fun. But that should've been the end of their crusade for accessibility.
All the changes from Shadowbringers onwards were absolutely unnecessary for accessibility, they didn't increase accessibility with those changes, they instead reduced skill expression significantly. Now we're stuck with 19 (soon 21) jobs with only 1 possible way to play without being wrong.
I guess the only people who benefits from all this is the group of people who want to touch the ceiling without putting in the effort of climbing a ladder.




at this point people can touch the ceiling while lying on the floor.I've said this a lot before, but the accessibility excuse is pure garbage.
Stormblood was already very accessible. Despite my love for Heavensward, I have to admit that Stormblood did make the jobs generally less clunky and some of them did get more fun. But that should've been the end of their crusade for accessibility.
All the changes from Shadowbringers onwards were absolutely unnecessary for accessibility, they didn't increase accessibility with those changes, they instead reduced skill expression significantly. Now we're stuck with 19 (soon 21) jobs with only 1 possible way to play without being wrong.
I guess the only people who benefits from all this is the group of people who want to touch the ceiling without putting in the effort of climbing a ladder.
#FFXIVHEALERSTRIKE
#FFXIVHEALERSTRIKE
Healers have been neglected for 3 expansions now and this needs to be rectified with the following:
- An engaging DPS kit beyond a nuke and DoT.
- Increased incoming damage so we have more to heal.
- Distinctive playstyles amongst the healers.
- Some nerfs to non-healer heals, we shouldn't be replaceable.




I've said this a lot before - trying to masquerade opinions as if they're facts is what destroys credibility. Add in the last sentence for the classic "let me just be condescending and insult anyone who disagrees with me," and this could be the poster child for why "feedback" from those pushing the strike is ultimately discounted.I've said this a lot before, but the accessibility excuse is pure garbage.
Stormblood was already very accessible. Despite my love for Heavensward, I have to admit that Stormblood did make the jobs generally less clunky and some of them did get more fun. But that should've been the end of their crusade for accessibility.
All the changes from Shadowbringers onwards were absolutely unnecessary for accessibility, they didn't increase accessibility with those changes, they instead reduced skill expression significantly. Now we're stuck with 19 (soon 21) jobs with only 1 possible way to play without being wrong.
I guess the only people who benefits from all this is the group of people who want to touch the ceiling without putting in the effort of climbing a ladder.
I'm kind of surprised they haven't had more healer-specific gimmicks like Shinryu's dragon adds that needed to be healed out of existence or even simpler stuff like the selective Icelit Dragonsong dispels.
WoW really loves giving bosses healing absorption debuffs that need to be healed off before the target can actually start recovering HP again and something similar would be a pretty easy way to pressure people into using GCD healing more.



The bar is so low there's literally endless possibilities to raise it, they just have to admit digging a hole to lower the bar in is having a toxic effect on the game




Time to become RPer I guess lmao.
I'm hoping for the upcoming Field Content in coming 7.25 (or 7.3) to get any semblance of fun with this garbage of a role. Creative Business Unit 3? More like Creatively Bankrupt Unit 3. Never change.
"Outside obvious jokes/sarcasm, I aim to convey my words to the future readers who may come across mine posts. Can I change -your- mind, somehow? Potentially... but that's not why I'm writing. You and I have wrote our piece(s). We don't necessarily need to change each other's mind. But we can change other's."


Like I understand it through the devs perspective, prolly thought having to press 2 button to dot every enemy for sge could be deemed annoying, but still a bummer. Really had 0 expectations for any healer changes beyond potency fiddling by launch though, that being said any jank potency really tells the devs just do not play test these jobs throughly enough.
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