




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.
Oh this is absolutely true, and it's a point not enough people are mentioning. The quality of healing has certainly dropped in DT.
I will say the heal checks have gotten more intense too at Normal level--maybe not to healer strike satisfactory levels, but it's there, and noticeable with like 80% of competent healers being gone.
But yeah if they don't want more DPS abilities--I'm wondering if full control/support is something that could be on the table. Making interrupts more relevant for example, and then moving that from tanks to healers, with the option of RDPS helping.
Other things, too, mind, but I'm wondering if that direction would appeal more than DPS options that a lot of healers are against. I know they want to heal but when a fight's on farm that's eventually not going to matter as much, and I'm wondering if going full on Blue Deck (in MTG terms) is the answer here.
Sure. My point was more that PLD having something like that now would actually give them some measure of unique utility to bring since there really isn't much PLD does that would make any serious raid group take them over the alternatives.
Last edited by Basteala; 07-28-2024 at 08:34 PM.


For the PLD part, Clemency is crazy for progressionOh this is absolutely true, and it's a point not enough people are mentioning. The quality of healing has certainly dropped in DT.
I will say the heal checks have gotten more intense too at Normal level--maybe not to healer strike satisfactory levels, but it's there, and noticeable with like 80% of competent healers being gone.
But yeah if they don't want more DPS abilities--I'm wondering if full control/support is something that could be on the table. Making interrupts more relevant for example, and then moving that from tanks to healers, with the option of RDPS helping.
Other things, too, mind, but I'm wondering if that direction would appeal more than DPS options that a lot of healers are against. I know they want to heal but when a fight's on farm that's eventually not going to matter as much, and I'm wondering if going full on Blue Deck (in MTG terms) is the answer here.
Sure. My point was more that PLD having something like that now would actually give them some measure of unique utility to bring since there really isn't much PLD does that would make any serious raid group take them over the alternatives.
The bolded part though, on the one hand, I'd prefer to keep interrupts as a Tank thing (and actually make use of them, SE), but an idea discussed on the healer section a long time ago was the idea of Dispel being a Healer role action, where you'd be able to remove certain buffs from enemies. As an example, if a boss does an interruptible 'toughen up' cast, and it goes through because nobody interrupted the cast (giving the boss a Stoneskin esque barrier that needs to be DPS'd through), the healer would be able to use Dispel to remove it, massively helping with the 'DPS check'. It could even be thrown onto Repose as a bonus effect, so that THAT action gets to see a bit more use. Given that the Healer is the 'recover from mistakes' role, the idea that 'party makes a mistake and doesn't interrupt the boss's action, healer is able to rectify the 'mistake' a bit' kinda fits I'd say. But the issue with the idea is that some players are deathly allergic to targeting enemies, and so it'd lead to issues where said player doesn't Dispel, party asks 'why no Dispel' and the healer says 'why no Interject' and bam player friction (and we know SE doesn't want player friction ever)
Also, throwing my anecdotes into the ring with 'whenever I'm levelling a DPS in roulettes, there's been a massive surge in 'healer has no clue what they're doing' healers'. In fact, I was doing a run earlier on PLD, and I had a SGE who was using Diagnosis to try and keep me alive while like 6 enemies were hitting me. Regular Diagnosis. Sometimes I wonder why SE even gives us these 'noob trap' abilities instead of having them simply upgrade to their 'slightly less of a noob trap' counterparts
Last edited by ForsakenRoe; 07-28-2024 at 09:01 PM.





Probably because they realize it'll turn our hotbar into barren desert considering a lot buttons serves all-too-similar purposes. Quantity over quality is the game(?).
Last edited by Rein_eon_Osborne; 07-28-2024 at 09:29 PM.
Sometimes you do have to use Diagnosis as an actual heal with SGE... Granted that situation usually involves bad DPS standing in too much fire, or Tanks who don't know what their CDs do and you just run out of other heals as you desperately try to keep people with the self preservation instincts of a Dodo alive.Also, throwing my anecdotes into the ring with 'whenever I'm levelling a DPS in roulettes, there's been a massive surge in 'healer has no clue what they're doing' healers'. In fact, I was doing a run earlier on PLD, and I had a SGE who was using Diagnosis to try and keep me alive while like 6 enemies were hitting me. Regular Diagnosis. Sometimes I wonder why SE even gives us these 'noob trap' abilities instead of having them simply upgrade to their 'slightly less of a noob trap' counterparts

Just lvling astro ,and I hate that they turned 2 cards into another 2 random barriers and heal buffs ,There was one healer job that had something extra going on , giving out them dps buffs, and keeping busy, now that's gone too , more heals and barriers bc 90% of my skills wasn't enough .
I'm starting to experience and see why healers are getting sick and tired , and why there's always a lack of healers in endgame rn .
This is bad, ppl complained about healer homogenization and in response they homogenized even the few unique features that some jobs had.
Last edited by Edweirdo; 07-28-2024 at 11:23 PM.
I have no issue adding interrupts to supports if the frequency of casts (especially among trash mobs) are thus increased, but I likewise don't see any purpose in taking that away from tanks.For the PLD part, Clemency is crazy for progression
The bolded part though, on the one hand, I'd prefer to keep interrupts as a Tank thing (and actually make use of them, SE), but an idea discussed on the healer section a long time ago was the idea of Dispel being a Healer role action, where you'd be able to remove certain buffs from enemies. As an example, if a boss does an interruptible 'toughen up' cast, and it goes through because nobody interrupted the cast (giving the boss a Stoneskin esque barrier that needs to be DPS'd through), the healer would be able to use Dispel to remove it, massively helping with the 'DPS check'. It could even be thrown onto Repose as a bonus effect, so that THAT action gets to see a bit more use. Given that the Healer is the 'recover from mistakes' role, the idea that 'party makes a mistake and doesn't interrupt the boss's action, healer is able to rectify the 'mistake' a bit' kinda fits I'd say. But the issue with the idea is that some players are deathly allergic to targeting enemies, and so it'd lead to issues where said player doesn't Dispel, party asks 'why no Dispel' and the healer says 'why no Interject' and bam player friction (and we know SE doesn't want player friction ever)
Also, throwing my anecdotes into the ring with 'whenever I'm levelling a DPS in roulettes, there's been a massive surge in 'healer has no clue what they're doing' healers'. In fact, I was doing a run earlier on PLD, and I had a SGE who was using Diagnosis to try and keep me alive while like 6 enemies were hitting me. Regular Diagnosis. Sometimes I wonder why SE even gives us these 'noob trap' abilities instead of having them simply upgrade to their 'slightly less of a noob trap' counterparts
Also, this is a tangent, but... why does interrupting have to be the only way to powerfully and uniquely deal with enemy spells? I wouldn't mind seeing, for instance, tanks revert back to normal Magic Defense but get varied perks by which to level the field a bit against magic, such as...
- Warrior having a chance at gaining 5 Beast Gauge from magic damage taken (based on its potency),
- Dark Arts nullifying a granular amount of future MP cost based on % of TBN's barrier consumed, with magic damage counting double or whatnot,
- Sage being able to spend variable MP (based on incoming ST spell's potency) to Reflect said spell.
- Scholar being able to steal twice Energy Drain's potency from a spell, reducing its damage while briefly adding its type to and empowering Ruin/Broil.
SE honestly thinks healers can't do anything, which is a problem. Healers are so bored and so done with SE's Bull S*** that I struggle to find a healer for anything. As a tank I am starting to have 5-15 min wait times for stuff. Anything past HW as a healer is so boring and lacks engagement to the point I risk falling asleep mid dungeon.
#FFXIVHEALERSTRIKE

For the level 100 dungeons it's better to be tank than healerEasier to survive and even if you die you will be auto-rezzed unless healer already got one-shot and it's a wipe anyway...
This expansion is so regressive that it begs the question where is the money going from FF14, where creative people went? 1:1 template of previous expansion and lack of any attempts at testing new approaches, trying to replace old brain-dead grinds with something more appealing...
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Easier to survive and even if you die you will be auto-rezzed unless healer already got one-shot and it's a wipe anyway...


