I absolutely love how a trash pull in a Lv.100 "expert" dungeon plays out the same as in Lv.15 Sastasha: Eos can solo heal it. I don't even need to tell her what to do. And I've still only got one button to mash.
![]()



I absolutely love how a trash pull in a Lv.100 "expert" dungeon plays out the same as in Lv.15 Sastasha: Eos can solo heal it. I don't even need to tell her what to do. And I've still only got one button to mash.
![]()
^^^^^^I genuinely don't know what healers you asked. I've been raiding for over half a decade, most of it as healer and have very rarely found a high end healer who was happy about the state of healers past Shb. We need more, no matter how anyone spins it, having the "reward" of good gameplay devolve into a spam of a single button is not good design by any standard and what it makes it worse is that we used to have MUCH more to do.
If people don't want to put the effort to learn a basic rotation of maybe 2-4 dots that can be easily managed with a little of experience, let them spam their 1 button but DO NOT gimp the design to cater for people who don't want to put even a minimal effort. Is like a car, let the people who only want to go at 40 kmh go at that speed but don't cap the speed of anyone else to that when we can go up to 120kmh safely
We need more (and I should say we need back) :
-job identity, as of DT every healer is the same
-gameplay, bring back real AST (a fortune teller job who is 100% deterministic, moronic) & SCH dots
-rotation, the high end optimization being 11111111121111111 can't be good no matter how you spin it
And for people who don't want to improve beyond 11112111111 + occasional ogcds heals, SE should just do the maths so 12& "rotation" is 80% efficiency, and the perfect rotation is 100%.
And before complaining, 121 rotation with 80% efficiency but 90% uptime is already better than the vast majority of modern healers, people should work on ABC instead of wanting the maximum job complexity to be leveled down to their personal "best".



I don't really see why we have to constantly tiptoe around those who enjoy current healers. If they don't like that I want more complexity to return to the healer role? That's too bad, because I hate what they enjoy right now.
We both pay the same sub, their preferences don't get to supercede mine.


I say keep White Mage exactly as it is now so everyone who actually likes healer as it is now can just go there.I don't really see why we have to constantly tiptoe around those who enjoy current healers. If they don't like that I want more complexity to return to the healer role? That's too bad, because I hate what they enjoy right now.
We both pay the same sub, their preferences don't get to supercede mine.
I mean this largely depends. While inherently their preference may not supersede yours however, if SE desire or goal for the job falls more so inline with those that enjoy current play style then yes one could say their enjoyment and preference does in fact supersede your own. It sucks, but sometimes that is just the way the cards fall.I don't really see why we have to constantly tiptoe around those who enjoy current healers. If they don't like that I want more complexity to return to the healer role? That's too bad, because I hate what they enjoy right now.
We both pay the same sub, their preferences don't get to supercede mine.
I do sympathize with you case in point old SMN.
Edit: We are also talking about two sets of players here also. If we really want to fix healers tanks will always have to be adjusted, and if be are being honest most tank players probably do not want to see their role/job nerfed for whatever reason. SE also has a more of a track record listening to overall tank requests not looking at your DRK sorry about you.
Rather than seeing more complex healers I'd rather start with content actually demanding healers heal, then I wouldn't mind having more complexity if it's called for. But I think it more important to address the main problem first and secondary things after.
But we can do both, and we need to.
You do realize that in DF, the overwhelming majority of healers you'll encounter don't GCD uptime (we're talking less than 50% here) nor DoT uptime ? Don't align buffs, don't use ogcds correctly, and so on ?
Why cater to these players ? At this point why not implement changes like :
-every 10th glaroilosis cast applies a dot
-native autocasting damage gcd for healer jobs
Because otherwise maintining uptime is too hard and sooooo stressfull for the poor casuals :'(
if they don't want to improve nor play decently, it's a choice and their problem, it shouldn't be everyone's.
Is there a single issue with having what I suggested above ? , a complex rotation which can be some or all of :
-multiple dots
-various buffs with decision making to do
-damage gcds filling a healing gauge (or vice versa)
And this rotation would be the theorical 100% efficiency of the job, but if you just do 121 you still get around 80% efficiency.
It is an amount that almost no healer in DF meets anyway, because, as said before, by designing healers for the most braindead players, SE effectively made the playerbase of heals mostly braindead & lazy people.
And such changes ar in no way prohibiting changes to encounter design and reducing dps & tanks absurd amounts of self sustain (lmao at thing like earth's riddle or 3rd eye, and don't even start with the tanks).

The game doesn't really want people to improve or feel the need to unless they want to clear two specific end-game content modes. On top of that public parsing or performance grading is a big no no in this game. So they would have to say they are changing the game audience, which is less subs, less money. No MMO will do that. They will try to please everyone and tell to go savage and ultimate if someones wants a challengeWoW also does this, has multiple difficulty levels and so on to try to please everyone.
In end-game content you would have to manage all of this, raid frames and mechanics at once. Be careful what you wish for. And if healer DPS would get higher then it would be more punishing to heal more so the potency of all of this could be lowered to "balance"a complex rotation which can be some or all of :
-multiple dots
-various buffs with decision making to do
-damage gcds filling a healing gauge (or vice versa)
And this rotation would be the theorical 100% efficiency of the job, but if you just do 121 you still get around 80% efficiency.
It is an amount that almost no healer in DF meets anyway, because, as said before, by designing healers for the most braindead players, SE effectively made the playerbase of heals mostly braindead & lazy people.![]()
Too much of a black & white reasoning, it is possible to keep such part of the playerbase in the 95% of the game where it's not a problem (MSQ, social, normal content, DoL & DoH, etc.) while having a meaningfull endgame. As it is right now, with 3 fights cleared week 1/2 without healers, it's not (and the tier is really easy compared to the past). It's possible to do both.The game doesn't really want people to improve or feel the need to unless they want to clear two specific end-game content modes. On top of that public parsing or performance grading is a big no no in this game. So they would have to say they are changing the game audience, which is less subs, less money. No MMO will do that. They will try to please everyone and tell to go savage and ultimate if someones wants a challengeWoW also does this, has multiple difficulty levels and so on to try to please everyone.
In end-game content you would have to manage all of this, raid frames and mechanics at once. Be careful what you wish for. And if healer DPS would get higher then it would be more punishing to heal more so the potency of all of this could be lowered to "balance"
Moreover, look at every online game with a developped competitive side who choose to appeal to casuals and oversimplified their game. It's a short term gain but mid term and long term it's a massive loss.
The players keeping a game alive are not the casuals, it's the passionate ones who stay multiple years and spend money. Especially with the subscription system, most casual will play 2-3 months at best and unsub until the next big release.
Oh my god, having something to manage in content, please I'm begging to get back to the feeling of playing AST in savage and ultimate.
And if healing end game content became extremely hard, maybe it would force tanks and melee dps to respect their healers by not permanently greeding for uptime.
The state of the game is already the worst it has ever been (at least that's how I feel), I welcome any change in the right direction, even if not perfect.




as much as I hate to disagree... but you are wrong.Moreover, look at every online game with a developped competitive side who choose to appeal to casuals and oversimplified their game. It's a short term gain but mid term and long term it's a massive loss.
The players keeping a game alive are not the casuals, it's the passionate ones who stay multiple years and spend money. Especially with the subscription system, most casual will play 2-3 months at best and unsub until the next big release.
you are trying to say, that the high end elite people who blast through content like their house is on fire, and stop playing for months until the next patch/expansion... ARE CASUALS?
thanks for the laugh. thats a good one. not sure what game you have played where that happened, but I would love to know. but I seriously think you have it VERY backwards.
#FFXIVHEALERSTRIKE
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote



WoW also does this, has multiple difficulty levels and so on to try to please everyone.


