



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


The issue with potencies like that, is that it becomes extremely punishing to do the 'wrong' rotation, and so SE would be deathly allergic to adding such a thing to the game. The idea that a WHM might cast Glare over and over, instead of using these new actions, which leads to enrage (due to the potency lost over the encounter) would come up in interviews. I think the way to go about it is, ironically, the very thing they just removed from the game since the media tour: Eukrasian Dyskrasia, when it stacked with Eukrasian Dosis and was a gain in SingleTarget, was a gain of only 40p over its entire 30s duration. If you lost one tick of it due to boss jumping away/early refresh, then it became completely equal to Dosis 3.
I'd put the potencies on new actions as no more than 50p of a gain over the spammable spell of the Job. That way, casual players (or players of any skill level who happen to misplay) are not excessively punished via Enrage, and yet optimization minded players will have something to optimize around, because it doesn't matter how little potency a gain something is, if something can be a gain, optimizers will optimize (just look at that stuff about locking your framerate on MNK).
As an example, on SGE I'd add two new actions, Neuralgia and Myasthenia, which would be 20p higher than Dosis, and get another 20 potency bonus if you alternate between the two. We have to remember that the skill floor of healers is not 'they spam the spammable' though, it's 'they keep the party alive'. So keeping 'spam the spammable' as being a high % of your output as compared to any 'optimal rotation' with new additions, I think is the best way for SE to implement this kind of stuff. That way, anyone who wants to have the healer gameplay of current day, still has the option to do so and clear stuff just as well as now
Quick and dirty 'solution' to that is to have more 'Barrier checks', like Photon in TEA/Vulcan Burst in UWU. Imagine a raidwide, that does 200 damage flat, and then 1 frame later, does the actual raidwide damage. If you don't block that first 200 with a barrier, then you get some nasty debuff, say a bleed (that is not affected by mitigations, so it's always spicy). The healer then has choice, either Barrier and block the damage (and therefore the debuff), ignore it, take the debuff and power through it, or potentially Esuna comes into play (eg if one healer has an AOE Esuna, maybe that's the 'better' option for them)
Last edited by ForsakenRoe; 06-28-2024 at 05:27 PM.

I know people on the forums and the balance love to rag on Xenosys Vex, especially given this whole dungeon debacle, but he just came out of a stream where he personally interviewed people for the cause on the healer strike and tried to understand while giving you guys a platform. I'm curious as to people's thoughts about this given all that's happened so far, especially with other streamer reactions.

The original post refers to itself as "a collective voice" for healer players.
But it isn't. There are those who only agree with some of the things listed, while others don't agree with any of them. Several players who do still enjoy healing in game keep being insulted and belittled as "not real healers" or "fake healer mains" by certain participants/strike supporters. You can't claim to be speaking for all healer players while being rude and condescending to a large number of them. A true collective voice would address their side of things and try to find compromise that everyone could enjoy.
And again, that manifesto being too vague doesn't help at all. It shouldn't be treating Dark Knights like they have the same self sustain as Warriors. It shouldn't be treating Second Wind's 120s cooldown like a genuine threat to a regular GCD heal. These conflations only comes off as a lack of understanding of various job kits outside of their main healers.
If your complaints fail to come off as well thought out and cohesive, everyone - including devs - are going to fail to understand them.
That's once again designing healers around the lowest common denominator. Which is how we got to where we are at today in the first place.
And SE should not be designing healers for harder content around suboptimal play, where ideally everyone should be giving their best and not just Glare/Broil/Malefic/Dosis spam, because apparently everything extra is too stressful.
Sometimes rumors are just... rumors.


It's also something that has been "finished" just from people button mashing (See twitch plays pokemon), so it's really an example of something that merely "Finishing" it is not the goal. Finding all the Pokemon is the real goal, but that turns the game from a 20hr game to a 200hr game.
You could originally. Because it was based on how it worked in Wizardry.
All previous FF games also had a melee "ATTACK" action. In this game? Auto attack does less than nothing. Dia only worked on Undead. Only Holy worked on anything. Using Cure or Life on undead was the only way to instant kill undead monsters.
But you were never using the white mage to DPS, it was just a waste of a turn to do so.
Scholar didn't exist in previous FF games, not the "Scholar" we have in this game. The FF3 Scholar literately had just "scan" and "peep". The 3D version gives it some red-mage levels of magic use, but it still was nothing like FF14. The White mage is a staple of FF. The scholar is not.
If my WHM had nothing to do that turn, then they attacked, wasting a turn would be casting a heal that wasn't needed.
That seems rather... a bad point if I'm being honest. Most of the jobs in this game deviate from their origins in some form or another; Warrior can only use Axes in this game while in all other FF games it could use a variety of weapons, is this Warrior not a real Warrior now? Should we rename it to Berserker because it has more in common with that job? DRG in XI had a pet dragon while all the offline ones didn't, was XI DRG not DRG in that game? How about SMN pre-EW? Was that not SMN because it had DoTs?
The jobs are allowed to deviate from the norm with their gameplay to an extent, as long as they still retain their identity, XIV SCH is meant to evoke III and XI SCH with its visual design and lore, XI and XIV both describe it as a tactician, and yet its gameplay has no resemblence to it outside a handful of spell names like Adloquium. Arguably, I'd say it fulfilled its mechanical identity requirement back in SB; multiple different DoTs for its "Black Magic" and of course the heals it has for "White Magic". Now it's so lop-sided that it's largely a WHM but with a different visual, it's lost its gameplay identity.
Last edited by TheDustyOne; 06-28-2024 at 06:27 PM.
#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.
How would that even work? Tanks are specially designed to be able to hold aggro and soak incoming damage inately. Their tankiness comes primarily from the gear they have and their stats. Mitigation is done generally when a tank buster is incoming and those are spaced out and timed.
Also while adding a couple of buttons wouldn't hurt but, I don't want to have a DPS equivalent rotation, be responsible for everyone, and do mechanics. Healer is the most complex job already due to the multiple things that you need to juggle and keep track of. Also generally there are very few people who are consistent enough in a raid. The vast majority of groups make plenty of mistakes in execution which means as a healer you always have to re-adapt and re-consider what the next set of actions will be. Healing is very fluid. you never do or use the same spell every single time at the same point in time.
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