Oh how I wish they would have the courage to do a REAL shake-up of the savage formula.




Oh how I wish they would have the courage to do a REAL shake-up of the savage formula.




I'd vastly prefer it like this. OGCDs are way too powerful and should cost MP to make up for the instant cast. And to incentivise healing why not give a DPS buff if someone is above 80% HP or something. Suddenly everyone would want to be healed to full. lolThat's changing how the healer design works.
What you are "supposed to do" in this game, is use only GCD's (for WHM that is Cure 1, Cure 2, Medica, Medica 2, Cure 3) until you actually need the oGCD (eg burst damage, tank busters) because you literately do not have the time to GCD cast, and can't GCD cast while moving. If a player is using only their oGCD's, they are likely not playing efficiently, especially when to access one oGCD you need to use Afflatus Solace (the oGCD version of Cure 2, which has no MP cost and has no cast time) before you can access Afflatus Rapture (the no MP cost OGD version of Medica.)




I wouldnt mind that. but I prefer healing and people at almost full health are far easier to save if they make a mistake than someone at 2%. would also get the glare/broil spammers to actually learn to heal. which is probably why we would never see it. I am sure Yoshi and crew would say it causes... "stress"
#FFXIVHEALERSTRIKE


Just play ultimates.
>ultimate gets cleared in 8 hours


I was sad to see the lack of changes to healers. Not because I play one, but because it seems so many are unhappy with them.

There won't be any changes mid-expansion. At best at the beginning of the next one but even then it must be backward compatible and won't be a priority as all they do is "for profit" first - so a new expansion with pretty graphics, good music, and then sell it to plot watchers. Unhappy healers have no monetary impact. The originators of the protest wanted to dip the healer count in DF enough to become noticeable so SE may actually notice it. On tank, DT dungeon is up to 5 min on healer it's instant and I doubt SE will care until it's 10-15 minbut even then they can just print another healer job for 8.0...
Also in the last days when I was leveling WAR through dungeons on average, it had 3-4 mentors so it looks like "plot watchers" and other more casual quit or just limit themselves to older content. I'm curious what's the churn rate of DT vs EW.
They did rather drastically change PLD in 6.3, for the worse in my opinion and they've buffed it just about every patch afterwards which says something... So they can do reworks mid-expansion.There won't be any changes mid-expansion. At best at the beginning of the next one but even then it must be backward compatible and won't be a priority as all they do is "for profit" first - so a new expansion with pretty graphics, good music, and then sell it to plot watchers. Unhappy healers have no monetary impact. The originators of the protest wanted to dip the healer count in DF enough to become noticeable so SE may actually notice it. On tank, DT dungeon is up to 5 min on healer it's instant and I doubt SE will care until it's 10-15 minbut even then they can just print another healer job for 8.0...
Also in the last days when I was leveling WAR through dungeons on average, it had 3-4 mentors so it looks like "plot watchers" and other more casual quit or just limit themselves to older content. I'm curious what's the churn rate of DT vs EW.
But sadly, the biggest thing I can see happening is Square looks at people who roll healer for fast queue times and struggling because they're not very good, and decide to fix the issue that bad healers are struggling with the role by somehow simplifying it more and bloating the healing kits even more.

That's a rotation of a job while here it would have to be a redefinition of all healers and no one even knows what the new definition would be. If they push for healers to be active at healing but not directly have a damage rotation on the boss for damage then it may turn out older content is broken and needs adjustments (like some ultimate and savage). If healers get FELL CLEAVE then the healing itself will be a punishment as the game would be balanced around the higher DPS output of healers (and old top content could also be broken as well) so we could end up with healers being like dancer or bard but with all healing moved to OGCs and limited in numbers so their wise usage actually matters. Maybe we could even delete Astro and make Machinist a medic?
And to make it even more complex - if they want to move dungeon design they now can't or they get current DT dungeons where if the healer doesn't know the mechanics or makes a mistake he dies and wipes the party unless the boss is low enough for the tank to finish it (it's fine to heal one DPS as WAR, but two is asking a bit too much... and I just wanted to level up my WAR...). But if healing wouldn't be a primary role and DPS jobs could adjust some of their secondary skills to have a rez, to have a basic cure then the dungeon is 1/3 instead of 1/1/2 and you can do more. And if you add an emergency tank cooldown as say - summoning a tonberry tank or white magic warrior statue then the dungeon is just 4 players and the content can be even wilder... but that turns the whole game upside down and won't happen![]()
So, is this thread about healer mains wanting to be even more indispensable than they already obviously are?
The 'all variants play the same' is largely valid for tanks and dps of their own respective types.
Bards and Dancers play somewhat interestingly, but other than that it's just a cycle of rotations anyhow.
Most egregious example probably being summoners, who, for all the fluff, are now merely black mages with Raise.
Last edited by DeadlyAlbatross; 08-01-2024 at 05:21 PM.




It’s about healer mains and their general complaints about the role that aren’t getting adressed which can be broadly summarised asSo, is this thread about healer mains wanting to be even more indispensable than they already obviously are?
The 'all variants play the same' is largely valid for tanks and dps of their own respective types.
Bards and Dancers play somewhat interestingly, but other than that it's just a cycle of rotations anyhow.
Most egregious example probably being summoners, who, for all the fluff, are now merely black mages with Raise.
1) reduction in role responsibility- this includes the increase in non healer AOE heals which has facilitated increasingly common abilities for healerless comps to clear hard content with no healers. In casual content this presents itself as the problem of the immortal tank and the DPS who are reliant on the healer but have no way to defend the healer. Most damage in the game is directed at the tanks, but the tanks don’t need a healer right now
2) boring DPS rotation- I really don’t think I need to explain this, healer DPS is expected, balanced for and what you do for 95% of your GCD’s yet all you actually end up doing is spamming one button. The healer classes are designed like we spend 99% of our time healing but we barely spend 5% of our time
3) boring, non interactive bloated healing kits- again pretty self explanatory, the healing kits are excessive for the damage, they barely interact with each other and they are full of boring bloat that’s just copies of other abilities
4) repetitive class design- healer is just about the only role where you can literally just copy key binds, mit and heal plans and entire playstyle arrangement from one healer to another and lose almost nothing because they are so incredibly similar. Tanks are also too similar but no two classes in the game come remotely close to how similar SCH and SGE are
Different people here place different levels of importance on each of these 4 points but they are hardly the problems people have
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but even then they can just print another healer job for 8.0...




