Lol I did the level 100 healer duty in level 90 gear and still didn't need to use all of my kit. Maybe I should try level 80 gear in the next expansion.





Lol I did the level 100 healer duty in level 90 gear and still didn't need to use all of my kit. Maybe I should try level 80 gear in the next expansion.




All of the DT role quests were hilariously bad
It’s not even the team rocket villains (I actually found the healer villain hilarious, especially since we sent them blasting off at the end and we even saw the star, that’s like peak team rocket) it’s the fact that none of the quests respect the role you are supposed to be
The caster role quest was for casters because they wanted someone magically inclined to figure out what the artefact does, the PLD miqote chick ends up being the one to figure out what it does while we do nothing, the phys ranged one said something like needing someone to strike from a distance because the shield blowback effect- which never ever came into play anyway and you could fight him at melee ranged, the tank one the NPC you help is also a tank so you offer nothing unique, the melee one doesn’t even justify why they want a melee specifically other than the NPC being a ARC
Healer ironically justifies itself best but in the most superficial way as the only debuffs you are inflicted with you barely even need to bother cleansing and the damage in the fight is so low you are barely doing anything
These role quests feel like a “combined society of x role” when you hit level 30 in every job of the role, not the level 100 quests
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
I'll mostly agree but I think the tank quest hits the mark pretty well--at least in the narrative themes and mindset of the tank. There's good sense of partnership as well. I thought the melee one was entertaining, although I'm not sure what you can do to respect melee's special talents--they're fairly straightforward.All of the DT role quests were hilariously bad
It’s not even the team rocket villains (I actually found the healer villain hilarious, especially since we sent them blasting off at the end and we even saw the star, that’s like peak team rocket) it’s the fact that none of the quests respect the role you are supposed to be
The caster role quest was for casters because they wanted someone magically inclined to figure out what the artefact does, the PLD miqote chick ends up being the one to figure out what it does while we do nothing, the phys ranged one said something like needing someone to strike from a distance because the shield blowback effect- which never ever came into play anyway and you could fight him at melee ranged, the tank one the NPC you help is also a tank so you offer nothing unique, the melee one doesn’t even justify why they want a melee specifically other than the NPC being a ARC
Healer ironically justifies itself best but in the most superficial way as the only debuffs you are inflicted with you barely even need to bother cleansing and the damage in the fight is so low you are barely doing anything
These role quests feel like a “combined society of x role” when you hit level 30 in every job of the role, not the level 100 quests
Caster was a huge fucking disappointment, though--and I think the worst thing isn't even how pointless you the WoL even are...it's the fact that any self respecting magic lore nerd in FF14 is going to figure out what's going on--at a high level at least--almost immediately. If you're going to write a magic mystery, you seriously need to know the magic lore, aetheric concepts, not just what something is but what it isn't, either--and then you really want to play with those inconsistencies so someone that really knows what they're doing can eliminate possibilities over time, and everyone else gets floored by the big reveal but it makes sense in hindsight.
Sorry, little tangent. The Caster quest just broke my heart because I went in with such hopeful expectations.
The Ranged quest was dog water. Possibly the worst questline I've seen in FF14 period.


No need to really strike, we are not needed anymore. I tried one of the new expert dungeons and died on the final boss very early. The group cleared the boss without me.
Tank self sustain is beyond crazy broken but dps self sustain is not far behind. I watched them all heal to full constantly. It was very depressing as a healer.
Healing didn't magically become "hard". The good healers either left or are playing other roles.
The healer strike was never going to stop Healers from playing, but one very distinct possibility was always that majority of the good healers went to play other roles. And if that's happening, the overall quality of healers in the DF is probably not going to go up anytime soon unless SE actually decides to start fixing their game.


Or SE will see the decrease of the overall quality of healers as a sign that the Healer job needs to be even more simplified, as people are still struggling with getting a hang on how to play the job.The healer strike was never going to stop Healers from playing, but one very distinct possibility was always that majority of the good healers went to play other roles. And if that's happening, the overall quality of healers in the DF is probably not going to go up anytime soon unless SE actually decides to start fixing their game.
Probably gonna look at it as, "It's not the "top players" of the job that should be able to play it in a good manner."
And if that's the case one can say good bye to any hopes of a more fleshed out / engaging toolkit.
I doubt that SE would "buff up" the healers options of skills so that the "majority" who's already struggling playing Healers would have an even harder time to cope with it.
They'd most likely just make it easier and take away more instead.
Last edited by Evergrey; 07-28-2024 at 06:42 PM.
Real talk though, it is the *toolkit* that needs fleshing out? There's already a lot of buttons for healers to use, but until recently people could just say "fuck it, pop random CD". I still attest that's a little better now, but the real problem is that you guys need engaging shit to do when there isn't healing to worry about.Or SE will see the decrease of the overall quality of healers as a sign that the Healer job needs to be even more simplified, as people are still struggling with getting a hang on how to play the job.
Probably gonna look at it as, "It's not the "top players" of the job that should be able to play it in a good manner."
And if that's the case one can say good bye to any hopes of a more fleshed out / engaging toolkit.


Yeah, I agree. But if a lot of Healers are struggling and the "overall quality of healers" is sinking due to the strike I don't see SE adding more stuff for the healers to do since they are already struggling with the little they already have to do, sadly.Real talk though, it is the *toolkit* that needs fleshing out? There's already a lot of buttons for healers to use, but until recently people could just say "fuck it, pop random CD". I still attest that's a little better now, but the real problem is that you guys need engaging shit to do when there isn't healing to worry about.





You really consider SE too stupid and incompetent to recognise brain drain resulting from boring gameplay as a problem? I'm not lacking that much faith yet but I guess we'll see in 8.0.
Last edited by Reinha; 07-28-2024 at 07:03 PM.
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