Problem is they are doing the opposite - healers have to heal less because they keep giving other roles very strong healing buttons.
Problem is they are doing the opposite - healers have to heal less because they keep giving other roles very strong healing buttons.
It’s too early to say whether or not healers need to heal more in DT. Especially when most players are still undergeared and the raid and crafted gear have not been introduced yet.
The gear from raids and crafted gear tend to invalidate some of the healing mechanics that were introduced in each new expansion. I’m worried that it’ll happen again by the time these new gear pieces are released.
Not to mention, tank sustain is still too strong at this time.
Reasons like this is why I’m in favor of minimum item level dungeon roulette in DF.
My only concern is that you're going to swing it from one end of the pendulum to the other. I'm not saying they don't need changes, I am simply saying that healers are designed this way to appeal to a greater pool of players because they were far less desired back in ARR going forward.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.
The fight design has been the same since Heavensward onward. I have no reason to believe this will change would happen before an overhaul on a role.
I like the idea that gives players opportunities to, in essence, carry a team in certain situations. Warriors are great prog jobs and help cover in the event that something has gone or is about to go awry. Like healing a DPS up or using their shake it off to heal and absorb damage.
I would also agree that with such abilities it does give healers a reason to at the very least get a more robust DPS rotation in the event another jobs abilities can help offset or reduce the need for them to heal. But let's not chop up other jobs/roles because of the issues with heals.
I still find it fucking hilarious how they spent developer time and resources into crafting medica 3/shield equivalents across the board as one of 3 new shiny toys for healers when in an optimal clear, I will never press that button at all.
I press it 1-3 times in prog for comfort, and then in reclears, never at all unless my party is actively griefing me. I genuinely wish they put another DPS button or some type of utility ability at 96 instead of a button you NEVER want to press at all costs.
Just shows how out of touch the developers are.
I agree, but healers should be considered players too, you know
If a DPS dies in a dungeon, for example they don't know the mechanics or they just stand in them to maximise their damage, there's the expectation that they will be instantly resurrected by the healer, continue playing and having fun. If the healer dies, however, even in the beginning of a boss fight - they are expected to stay dead and wait for the Warrior and the DPS to finish the boss on their own.. I know that DPS players do a lot of waiting and idling while queueing, but is that a reason to punish healers?
Jokes aside, resurrections don't make you feel special or that you are carrying your team to victory, since they have no cooldown. If they had a long cooldown (4-5 minutes), it'd make them more important and rewarding, as you'd have to plan who and when to res... like LB3! It would feel like "playing God" when you res, and not a chore that you have to do when party members die.
Last edited by Kozmakis; 07-12-2024 at 10:51 AM.
Why are you not in the game healing?I think at its core, the issue is that different people both have different experiences and different things that they enjoy. A change that might make Person A "enjoy" a role more could just as easily make Person B "enjoy" that role less. For example, I heal regularly, but only in roulettes with random, typical players. I definitely need to heal quite a bit more than many people on here would suggest. Just got out of a Vanaspati run this afternoon where one of our DPS managed multiple times to pull aggro on mobs (best guess is that the tank missed something with his initial AoE and then only did single-target attacks?). Said tank also saved mitigation skills for bosses rather than trash packs. That run took most of my healing kit and I probably spent more time on trash pulls healing than doing DPS. And that's not too much of an outlier. Most random tanks I run with, even the infamous WAR, frequently need at least some active healing to keep up in a dungeon unless they're only single-pulling packs.
There's also the possibility that other people simply don't mind if "most" of their time healing is spent spamming one spell. It could well be the "rush" you get when people inevitably mess up and you need to pull out your full repertoire to save the day. They could enjoy the priority being keeping a watch on everyone's health bars instead of going through a DPS rotation while playing a healer. (Yes, I may well be including myself in this group of people...)
On top of that, there have been plenty of comments made about how healers have had more to do in DT content so far. It may well be due to the reality that we haven't overgeared things yet giving a misleading impression of how things will ultimately go, but at least so far I'm not sure how that jives with our responsibility being "taken away" more with each expansion.
You’re strangely attached to this thread to an obsessive degree
Is the game so boring for you that you’d rather spend your time on the forum than in game?
Are you no longer welcomed by the silent majority that you decided to engage with threads you don’t even bother reading just to be vocal?
While I understand the concern about swinging from one end to the other, I don't think that will happen. The dev team will likely still focus on making the game accessible, so the best case scenario is that we would get a nice compromise of an accessible skill floor and a high skill ceiling. Also, I'd like to point out that tanks were the ones that were greatly in need back in ARR and HW, not healers, healers actually existed in greater numbers than tanks back then despite the drama surrounding Cleric Stance. That's provable by the fact that they put in incentives to play a tank, not a healer.My only concern is that you're going to swing it from one end of the pendulum to the other. I'm not saying they don't need changes, I am simply saying that healers are designed this way to appeal to a greater pool of players because they were far less desired back in ARR going forward.
I disagree on this part, fight design has changed over time. The degree of change is gradual, but it has changed a lot over time.The fight design has been the same since Heavensward onward. I have no reason to believe this will change would happen before an overhaul on a role.
Some things that changed would be: Enemies no longer crit, bosses now cast more than ever, more and more mechanics that allow one person's failure to wipe the entire group (the infamous body checks), debuff overload rather than using visual tells (debuff vomit), giant hitboxes make playing a melee far easier, bosses teleporting to middle so the tank no longer has to learn the importance of positioning, etc.
Again, it's not the intent to chop up other jobs, the aim is to bring some jobs in line with what is reasonable. I'm not disputing WAR's identity of self-healing, I am disputing their ability to heal everyone else too. You have to at least admit that Shake it Off (Overtime) is a frankly unnecessary buff.I like the idea that gives players opportunities to, in essence, carry a team in certain situations. Warriors are great prog jobs and help cover in the event that something has gone or is about to go awry. Like healing a DPS up or using their shake it off to heal and absorb damage.
I would also agree that with such abilities it does give healers a reason to at the very least get a more robust DPS rotation in the event another jobs abilities can help offset or reduce the need for them to heal. But let's not chop up other jobs/roles because of the issues with heals.
I will reiterate that I have no problems with a job being able to go above and beyond to save a wipe, like maybe a tank soloing the last 20% of a dungeon boss. But that's not what's happening right now, what's happening right now is that tanks can solo dungeons entirely, that's not exactly healthy to the trinity.
I get the impression that some of the healer mains that don't want healing to change are against it because they like their brain dead jobs and are afraid of having to put effort in to learn their job.
Really reminds me of some of those Reapers who don't use their dot or the Ice samurai meme from years ago.
I agree completely, out of all the healers I know I know only 1 who doesn't want healing to be required in all content, she wants to only have to dps in dungeons which is...... why? Why doesn't she just play a dpsI get the impression that some of the healer mains that don't want healing to change are against it because they like their brain dead jobs and are afraid of having to put effort in to learn their job.
Really reminds me of some of those Reapers who don't use their dot or the Ice samurai meme from years ago.
#FFXIVHEALERSTRIKE
EX2 has been done with no healer it's joever.
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