


Pretty sure it looks at tanks first, and until the tank pool is large enough for it to not be in need then it goes to healers and then dps. It prioritizes needing tanks over anything else which is why you'll be a tank in need and still have a queue time while healers have insta queue while not being in need.

bwahahah healer strike... oh god the community can be a real joke sometimes

Hoping there is much said, in that loads of Comments, but I felt the same starting DT. It's the first time playing a DD Job and I am a bit sad neglecting my Scholar. But it was seriously boring in EW casual content (spamming damage skills + every then and there a OGCD Heal)
And yes, playing Pictomancer is unexpected fun.
Tbh, if SE actually gave a response that said "We don't want to change the healers for X reason" then I would jump off this "boat" and be ok with it. But I think that is the issue, we have gotten NO reasoning behind jobs. I don't think it is necessarily fair to point your playerbase to a forum also and say "we want your feedback", and then also just never acknowledge the feedback.
I mean hell, they are wanting to change Viper after only a week or so being available to people! What was the reason we got? Because it was to "busy"? And what do those changes entail? I have seen quite a few people talk about their displeasure with this and want nothing more then an explanation past a vague response, are they in the same boat as the healerstrike now??? (sarcasm, but I hope the small point there stands)
My long and short is really, I know myself and a few strikers I have seen post would "be quiet" if we actually got a response instead of the void. We fight stuff like the void away as WoL so it's kinda ingrained in us (bad attempt at joke haha)

I think it's more about that the people in this strike are likely the minority and SE is going to focus on ensuring the quality of the game is well received by the greatest majority of the players. Consider that if every reply in this thread was of a unique person who supported the strike, that would come out to 6720 people (10 people per page). Across 89 servers, that's 75.5 people per server striking. Now I don't believe the striking group is anywhere near 6720 people, but there's two glaring issues people here and elsewhere seem to ignore.
1) The constant DPS race raid format. Many of the top players like that, so Healers have been engineered to suit that scene more than anything. If healers were made to be too 'hard' or 'challenging' then the healing pool drops significantly and players participating in raiding is hurt in general.
2) Most of the changes being asked for is based on subjective playing ability. I personally dislike healing for other reasons, but having to clear DPS checks AND cover for everyone who can't avoid taking damage when the meme of the game is 'healers adjust' is a nightmare. So I stick to tanking, which I feel is way easier but others feel tanking is harder. Healers are the way they are because no one liked the old original format back in ARR and it evolved into what it is today because people kept asking for simpler homogenized jobs. If they make things harder, you cut out more people than you're welcoming in.
I think the two best solutions to this problem is to change the end game raid format from less oriented on DPS races to more mechanically driven fights and also make jobs a bit more versatile depending on the situation. For example, I liked how Baldesion Arsenal was set up in that it was more of the traditional raid style seen in something like WoW. The only issue with trash mobs is that XIVs loot system is woefully lacking so there's no point in fighting trash mobs in the current setup. (Would be nice to get items to craft good loot from raids and can also help improve crafting).
Anyway, I think there's a lot of things that'd have to be changed at the end game level that SE is highly unlikely to do because of how much would have to be changed to jazz things up.
Last edited by GinzoKazama; 07-10-2024 at 06:36 AM.


Anyone who has ever requested any change for any game on any forum was in the minority. That is not a valid counter to any feedback.
There is room to make dps buttons more interesting then using 1 button 70% of the time, without going overboard and overwhelming players.
There are other issues with healers besides dps buttons. And gimmicks in specific fights are not a good replacement for a solid base for requiring roles. The trinity could be that solid base, but it's to diluted in FF.
Some more dps button variation wouldn't need extensive rebalancing of end game. More unavoidable damage wouldn't require extensive rebalancing of end game. Lowering WAR healing so it doesn't rival healers wouldn't requiring extensive rebalancing of end game.
Last edited by aiqa; 07-10-2024 at 06:49 AM.

It's not a counter, it's simply putting it into perspective. If your first thought was that 'this is an opponent to my view so I need to invalidate a fact' then you're fighting uphill already.Anyone who has ever requested any change for any game on any forum was in the minority. That is not a valid counter to any feedback.
As many people have said on their own accounts in how things evolved since ARR, I don't think this is possible. The irony is that the strike group appears to ignore the issues for general healers and are more focused on raid caliber issues. The less attractive you make healing to people looking to try it, the less growth you'll have in the long run.There is room to make dps buttons more interesting then using 1 button 70% of the time, without going overboard and overwhelming players.
There would have to be a fundamental change to how all the healers kits are and shift it more toward a proper GCD DPS rotation while keeping heals predominantly oGCD. That's how raid healers heal anyway... good ones that is. The need to have to DPS race every battle makes healers just another DPS in the long run since ARR. Hard casting heals are frowned upon (mostly) and healing partners are expected to cover the other essentially. By design, you're encouraged to ensure you never use GCDs to hard cast heals. So new healers aren't going to want to play like that because a majority of the community doesn't want to play like that.
COULD they redesign how healers heal and DPS, sure. But they would have to strike a perfect balance between casuals and raiders and that has not happened so far. I totally agree with you that 1 1 1 1 1 2 1 1 1 1 1 is a horrible dps rotation, but, and I say this with the utmost respect, not everyone is going to be able to handle a little more than that. It's already been proven.
With what you're asking for, it does. Which is why, as many of the more prominent people in this thread have said they've 'protested' or 'been on strike' for years, hasn't convinced SE to make such a change that would essentially lose people. Think of how much healers changed from ARR til now. That's a major fundamental change over the years in how a person plays a healer.Some more dps button variation wouldn't need extensive rebalancing of end game. More unavoidable damage wouldn't require extensive rebalancing of end game. Lowering WAR healing so it doesn't rival healers wouldn't requiring extensive rebalancing of end game.
And as a Warrior main, you lost me at the end. bwahahahahaha. No need to hamstring other jobs to fix the issues with other jobs. That's not balancing, that's just hubris.



The current state of healing is hardly attractive, there's been census data from luckybancho that shows the healer role has stunted growth and has fallen behind the tanks in terms of population. While this data may not be completely accurate, it's the only data we have access to, and it's not painting a good picture for the healer role.
Fight design can and has been changed before, what is good gameplay now may become bad in another patch.There would have to be a fundamental change to how all the healers kits are and shift it more toward a proper GCD DPS rotation while keeping heals predominantly oGCD. That's how raid healers heal anyway... good ones that is. The need to have to DPS race every battle makes healers just another DPS in the long run since ARR. Hard casting heals are frowned upon (mostly) and healing partners are expected to cover the other essentially. By design, you're encouraged to ensure you never use GCDs to hard cast heals. So new healers aren't going to want to play like that because a majority of the community doesn't want to play like that.
It's not hamstringing to bring a job that's blatantly overpowered back in line with the rest. Only very few people are calling for a total removal of all healing on every other role, most people are content with slight nerfs so they can't make a healer obsolete.No need to hamstring other jobs to fix the issues with other jobs. That's not balancing, that's just hubris.
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