Could do worse, join in as a healer, and never cast a heal. Not even a oGCD one. Be just a less effective DPS as the devs intended.


Well, I'm nobody, but as a WHM main since Stormblood I won't play it.
I'm even leveling WAR in order to solo everything and try to make the healer feeling useless.
No it isn't. Check the healer thread on this forum.
https://forum.square-enix.com/ffxiv/threads/419013
Sadly healing design peaked at Heavensward expansion. Healing has been downhill ever since for me personally. There were more interesting healing and damage dealing opportunities for healers back in ARR 2.0/HW 3.0 than EW 6.0.
Tanaka > YoshiP
Fried popoto enthusiast.


None of this is going to matter as the Japanese side of the forums seems to prefer a "healers should heal" mindset. Instead of arguing here, you should be convincing people over there.


We want the same thing :P We want healers to heal too, we just... don't have to. Tanks do our job for us, one of our bloated ogcds cleans up the leftovers they forget.
I gave AST a shot, and it's still miserable to play, even to think about. Worst iteration by far. Praying for 8.0, I guess...


When I've seen western players ask Japanese players about this on the forums, they tend to get responses indicating that Japanese players prefer the current situation because it generates less stress. They don't seem to want complex kits, and would rather focus on doing mechanics while healing when needed.
There's a pretty big cultural divide between the fanbases, and the development team are always gonna side with their home audience. Those are the people y'all need to convince.
Someone compared the way JP plays the game to going to a fastfood restaurant, at the time it sounded ridiculous but it seems more and more accurate.When I've seen western players ask Japanese players about this on the forums, they tend to get responses indicating that Japanese players prefer the current situation because it generates less stress. They don't seem to want complex kits, and would rather focus on doing mechanics while healing when needed.
There's a pretty big cultural divide between the fanbases, and the development team are always gonna side with their home audience. Those are the people y'all need to convince.
They don't care about getting good gameplay, since JP does everything through duty finder they want to be able to queue in, kill the boss, collect their loot and quickly get out again. Just like you go into some fastfood chain, quickly get your food and leave again.
Which means they prefer to have as few potential failure points as possible, since that could disrupt their fastfood experience.
It's why healers have such an abundance of oGCDs, rarely anything to actually heal and the worst dps kit imaginable. Can't have healers get overwhelmed by anything and potentially fail.
It's why tanks get ridiculous selfhealing and more mitigation than they ever need. Can't have the tank die because they didn't manage their cooldowns properly or the healer couldn't keep up, that would be another potential failure point.
To me it sounds like the most boring gameplay experience possible, but if you look at it through that lens the baffling design decisions suddenly make sense.
Last edited by Absurdity; 06-10-2024 at 09:48 PM.


That's what I'm saying. Even if "most" western healers agree things need to be done, the devs are taking most of their feedback from the Japanese side of the forums, when they look at the forums at all. Therefore, the people here need to work on convincing the Japanese side of the forums that something needs to be done about healers. Endless complaints from the same 30 or so people here isn't going to accomplish anything, because the feedback isn't consistent with what the devs are seeing from their home country.Someone compared the way JP plays the game to going to a fastfood restaurant, at the time it sounded ridiculous but it seems more and more accurate.
They don't care about getting good gameplay, since JP does everything through duty finder they want to be able to queue in, kill the boss, collect their loot and quickly get out again. Just like you go into some fastfood chain, quickly get your food and leave again.
Which means they prefer to have as few potential failure points as possible, since that could disrupt their fastfood experience.
It's why healers have such an abundance of oGCDs, rarely anything to actually heal and the worst dps kit imaginable. Can't have healers get overwhelmed by anything and potentially fail.
It's why tanks get ridiculous selfhealing and more mitigation than they ever need. Can't have the tank die because they didn't manage their cooldowns properly or the healer couldn't keep up, that would be another potential failure point.
To me it sounds like the most boring gameplay experience possible, but if you look at it through that lens the baffling design decisions suddenly make sense.
Best solution I see is making a thread on the Japanese forums addressing this, and get some real communication going. I doubt anyone here will actually do it, though. Most people here seem more concerned with performative doomposting.
It is interesting dilemma.When I've seen western players ask Japanese players about this on the forums, they tend to get responses indicating that Japanese players prefer the current situation because it generates less stress. They don't seem to want complex kits, and would rather focus on doing mechanics while healing when needed.
There's a pretty big cultural divide between the fanbases, and the development team are always gonna side with their home audience. Those are the people y'all need to convince.
I am reminded of old school MMOs like Lineage II which had pure support jobs like Shillien Oracle. Developers created these with expectation that there would be actual people willing to play these heal-bot jobs...
Do you know how Western players "mained" them?
With dual-boxing on auto-follow on a real job.
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