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
1. Queues in Endwalker were below 5 minutes for me for most of Endwalker. Can't speak for launch, definitely not this long.
2. New content doesn't excuse zero knowledge of their basic abilities. No Kardia, no shield Sages, Freecure fishing, Medica II spamming, not using rez. Lots of Glare mages around, too.
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.
What I can say is that I didn't buy Dawntrail and pretty much stopped playing.
After seeing the disaster of healer gameplay at the beginning of Endwalker, which didn't give me fun anymore, I tried to switch for tank for the rest of the expansion.
It gave me a little entertainement at first as I had to get used to new things, but then I quickly realised it was almost as bad as healer gameplay because I didn't really have to play a tank role : no aggro management, no boss positioning, cooldown management useless during bosses outside of very occasionnal tank buster (it should be constant !). I was just a DPS with a higher defense and a "magnet" who auto-triggered mobs. Period.
+ I also realised I was almost invincible in all dungeons - to the point I can do some of them SOLO (sync !) - and it quickly gave me the impression to play with a cheat code !
So I guess this game isn't for me anymore, because I don't like to play DPS in trinity-based games (although I must admit this game is pretty well made for a player who choose the DPS role).
Actually, I don't really understand why they bother to keep the three roles in this game. Probably a relic of a time when it was crafted differently, but now it clearly appears out of place to me.
Apparently, players just don't want to depend on each other, and the devs follow.
Retired healer
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![]()
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