
So, after lurking for a while, I'm genuinely curious about a few things and I hope that some of you are willing to answer a few questions.
Before getting any flack from the usual people though, I'll preface this by saying that although I don't support the strike myself as I still enjoy Healers in general (I think I'm allowed to have that opinion, no?), I do agree that some changes could improve the role. So again, this is not an attack just genuine curiosity and me wanting some insights about the strike.
1) From what I'm gathering those who support the strike are not queuing up for DF and PF content, yet in the OP it is mentioned that the strike is not meant to be disruptive for those playing the game. Isn't this counter productive in a way?
2) As a follow up, do those that support the strike feel like an impact has been made regarding the no using of PF/DF-route?
Personally, I don't haven't felt difference, but again maybe some of you do. I'd like to hear some insights on this one.
3) Another show for the strike would be to not level Healers, however some have. Isn't this also counter productive due to the achievements tied to obtaining Lv. 100? If anything anyone who levels either White, Astrologian, Sage, Scholar & Summoner regardless of how it's achieved, could, in essence be counted to Healers. Correct me if I'm wrong on this though, but data-wise it could. And SE could use this as a tell sign of how many Healers there are compared to different expansion.
4) What are the changes people actually do want? As I see mixed changes. Some want more DPS options, others want more healing, another wants DPS rotations, that one in the corner wants tank sustain to be tuned back. Or is it a mix of everything?
I'm still rather confused what the strike is supposed to manage/change and there are too many posts in the thread now to backtrack and the OP has not been updated to reflect examples of core changes with clear examples.
5) For those of you who have played Healer in Dawntrailer, what are your opinions? Do you think the additions they added are good? Is it a step in the right direction?
So again, my intent is not to bash the strike, by any means you do you! I just want some insight on the matter now that Dawntrail has been out for a while.![]()


1) It's intended as a message to the devs, the effects on other players are not the goal. And the strike isn't intended to support things like "queue up as a healer, but don't heal". Or harrash people who play healers. Or what ever other disruptive behaviour you can think of.
2) I am seeing far more healer in need then before.
3) It's not realistic to expect people ignore story content (role quests). So wisely the person that initiated the strike didn't ask people to do that. If you feel like that should be done, you are free to create your own initiative.
4) In short.
- Some more variation in damage buttons during lulls. Nothing extreme, but also not just 1 extra button to use during buff windows.
- More unavoidable damage on bossfights. DT increased difficulty for avoidable damage. But hoping for lower skilled, or lower geared, players to have some "healing fun" still isn't good enough.
- Rebalancing for healing output between jobs/roles. The most egregious example: for solo or small group healing, a WHM and WAR have about the same ogcd healing potential. And that is not even counting the per target heal from bloodwhetting.
Last edited by aiqa; 07-22-2024 at 07:01 PM.





You are allowed to enjoy healing. Strikers are queuing to DF and PF as other roles. Choosing a fun role is what everyone is entitled to as a paying customer. It is not disruptive, because the purpose is not to harass people who enjoy healing (such as yourself) or to intentionally troll parties.
The impact has been to garner support from others who feel the same, bring the discussion regarding healers to the top where the devs will see it instead of burying it in the healer forum for another 5 years, and also to gain more personal enjoyment by playing jobs that are actually fun. Media coverage was a nice bonus. If you meant queue times, you probably haven't felt the difference since you are a healer and as we know instant queues can't get anymore instant. My queues are certainly longer than they were in Endwalker.
A counterpoint would be the fact they are now changing Viper, which is the most played job of all. If the devs are comfortable changing the most played job before any feedback has even had time to accumulate, then clearly it does not matter what jobs people play and jobs can be modified regardless of that.
A mix of everything that makes the gameplay loop not be "glare glare glare glare glare glare glare glare glare". It might make you less confused if you look at the bullet points for the core changes being requested in the OP and the older feedback thread linked in the OP.

Thank you for the reply!
To start off, I think I kinda understand it now. By not playing Healers in DF/PF but still playing the game as a different role (therefore making sure that there are less Healers in rotation) the initiative is to show SE that there are less Healers in DF/PF. Fair enough.
There might be a little misconception about the 2nd point: I'm not a Healer main in essence. Yes, I enjoy it and yes I have done Savage and Ultimate as a Healer, however the sole reason was that my groups were not able to get a Healer so I offered to do so instead. I have considered myself a Caster main for a long while and I really enjoy Pictomancer, and I am really looking forward to finally jump into the new raids as a Caster. But even then, levelling my DPS's I haven't really felt an increase in queue times. But again, that's my personal experience and it will be different for everyone. Just because I experience it one way, doesn't mean someone else will see it the same way!
When it comes to the Viper change I think this is a wait-and-see scenario. I don't think we've got an update on what the change will be to make it "less busy". My only thoughts regarding it is by removing the two oGCDs after certain attacks and make it only a single oGCD, other than that I honestly do not expect a full-on rework of the job, just a minor change. But we'll see!
And, yeah. I can understand that a lot of people may get sick of pressing the same key hundreds of times in a fight back-to-back. Would a "rotation" like Pictomancer be acceptable? So, still 1-1-1, but it looks like a 1-2-3, or do you think they really should focus on a 1-2-3 kind of rotation? Or maybe a 1-2 with 2 having a chance to proc 3?
I'm curious to hear what you (and others) would find a good solution to the DPS side of the Healer problem.![]()





Anything. Any change at all that solves the problem.
There have been disingenuous people in this thread claiming healers "contradict each other" and "can't come to an agreement" about the solution to repetitive rotations because people have thrown around ideas regarding how it could be solved. I want to make it abundantly clear that I'm OK with any solution.




No thanks, I'm "not good with anything". Square has been provided with extensive and detailed suggestions from not one, but multiple healers with years of experience. I wouldn't expect them to copy/paste their designs, but if players are investing this on their own unpaid time, then surely a corporation with dedicated professionals can take the time to analyze and design improvements for each role.

As someone who's never seriously played healer since SB, I just want stuff to keep track of. I don't think we'll ever get back to the days of HW Scholar, as much as I miss it, but juggling two or three dots, maybe a proc spell, would be all I'd ask. More active buttons, rather than the passive ones we got in this expansion, even if they were a step in the right direction. For instance, if we could stack the two DoTs Sage has, and they had different timers on them, I'd be pretty happy already. It'd be a good starting point for me.





There has been mountainous of suggestions being piled into the healer subforum (I had a good amount myself), but it's been reiterated ad nauseum at this point I personally don't feel like doing that once more, at least for now. (Sorry!)
But for the record IMHO, even 1 button spam can be a tad more interesting when more is given than what we have right now. One of the main issue to me with their 1 button spam design is they build up to nothing at all but your Glaroilficosis counter. A low bar example that I could think about "1 button spam builds that builds into something" was the ShB PvP SCH. Every Broil accumulates fae gauge pts. Those fae gauge pts can later be spent to use Dissipation which increase both your damage and healing capability for limited amount of time (you have to choose though, somewhat). Again, low bar to clear, and there are many more better suggestions. But it's still far more than today's 1 button spam just for the sake of...1 1 1 1 1 1 1 1 1 1 1 1 1.
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