So what changed to get all of you back into healing? It's always instant tank queue now.
So what changed to get all of you back into healing? It's always instant tank queue now.




If you're talking roulettes or the Arcadion series on Normal, I've been seeing instant tank queues the entire expansion so far compared to brief queues on healers. I doubt the people "on strike" went back to healing; they've just been insignificant in # from the start to actually have any effect on things.




Idk mate. Mine tank queues are always at least 3m wait whereas healer queues are instants.
Sometimes I even bring my dps friendo with me to roulo with my tank and we still wait. Even worse look at all those blue icons in need but we still get the wait time...
How mysterious indeedWhat could this be?!

I came back for my house ; not sure it's worth it.
No news about healers, but hey, a new pink donut earing ; maybe it's a metaphor for "we're listening to A.holes"
#FFXIVHEALERSTRIKE



Damn, give me those queue then. When leveling my War I always have to wait at least 3-5m even if we have almost a light party formed before queueing

The 3 phase plan does look good. Possibly a similar plan could happen for slightly bumping up the healing encounters need too.
I can imagine some more simpler ones like the standard AoE pulses and that bleed you were talking being inserted on the first phase. The healing absorb (Aetherblight) could be the 2nd step. We'll probably have to keep the aetherblight pretty low to ease the other players in if they like it. The numbers we discussed for a full 1 -4 health bars worth of stopping the healing will probably end up being Savage mode testing. I am trying to predict how many would try to instinctively use Esuna on it, but I may or may not be underestimating what would happen. If it's like the other debuffs with that underline on it or so, it might be a good enough indicator they can dispel it. Phase 3 would probably be fine tuning some numbers for the encounter damage, aetherblight levels and the self heal levels of the tanks and DPS.
I can see your point for the abilities inevitably having some form of similarities no matter how we approach the spell / skill changes. With 21 classes, it's probably impossible to make everything 100% different without vastly breaking the balancing of the damage and healing dealt. The cooldowns you compared definitely cement the 2 minute meta to how it is with Critical Strike / Direct Hit usually being a top stat all the time. It does spark a question if a class meant to do just filler DPS could work. It would likely need multiple traits to fine tune the filler to be a higher average than others at end game and similar to others at 50.


I've not got my ear to the ground with XIV social media and the community, so although I've not heard the following mentioned, I expect it has been.
I'm not a 'healer' so I can't say I have much of a stake in the #HEALERSTRIKE , but I was just in a dungeon where I the healer and the the 2 DPS all single hit KO'd together to the same mechanic... ('which I love!' More of that just occasionally please!) , but.... the boss still had 60% to go, yes the tank was a WAR (didn't say hi at the beginning, sprinted right from the start even when everyone else was not sprinting with them, one of those tanks.) You know whats coming, and yes they were determined to take the boss on for themselves, and have us just watch.
Now while this is not very sociable (they'd be better suited to running Duty support, they are clearly not interested in cooperating but just want to play the game uncompromisingly their way), they are entitled to do it. If the game lets you do it, its 100% legitimate, you certainly can't complain. (Can criticize though, or just have an opinion/preference)
- The problem of course is that the tanks HP without a healer or potions should be on an inevitable countdown to zero. If that were the case the tank certainly would not have continued from 60%. They'd have reset, and we could have got to play the game too.
It really is a bit broken this and it impacts more than healers.
I fear they are not going to fix is because of how stupidly tightly the high end game is tuned. They'd now have to adjust so many other things
(Luckily this happens very rarely, and it is as much about the tank, but like I say they can certainly do what they want as long as I'm allowed to as well.)
(It's my free time, I certainly didn't logon to watch someone else's gaming stream, as spectator, a tedious one at that as its just a dungeon, there is no tension as they can easily make it to the end, and its not a sprout so I've got no 'hero' to root for ['Expert' roulette]. Thankfully no one can force me to play so its not the end of the world. So I just powered off to do something better with my own free time. Healers can do what they want too not just WARs.)
Last edited by Gurgeh; 10-09-2024 at 03:29 PM.


Once again, I feel compelled to mention that the 'solution' to this problem already exists in the game, were SE able to realize it: Swap all Tank HOTs to Self-Barriers. WAR can selfheal itself into the stratosphere at the moment, thanks to Equil/Bloodhwetting/Shake it Off. But, if Equilibrium was changed from 'heal 1200p, plus 300p 5 times' to 'apply a barrier to self for 1200p, plus 5 layers of 300p barrier', it's giving the same amount of EHP yes, but any HP that the WAR loses, they've lost until the Healer heals it back. Same for Bloodwhetting, if the crazy healing is swapped to give a crazy shield (with a 6s ish duration), then they still remain 'invincible' in dungeon pulls, but as soon as that shield wears off, they will need a healer to address the HP they're missing (instead of the current 'drop low, Holmgang, BW as it runs out and restore to full again'). Or for PLD, Holy Sheltron could swap from 1000p total regen, to 4 layers of 250p shield, which ironically would make them MORE tanky (due to having extra up-front mitigation vs a hit, due to that first shield layer)
There's more ways to make a Tank feel like it has good 'self-sustain', than giving them so much healing capability that they take over the Healer's job
|
|
![]() |
![]() |
![]() |
|
|
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
What could this be?!


