



Yea, it's all just designed as a minimum viable product. It needs to be "functional" in the most technical understanding of the word and any more than that is not desired. Yet somehow balance is still trash.It is very apparent that A: there isn't a dedicated 'Healer Designer' on the team (it's handled by the Caster dev AFAIK), B: They do not really care about how fun a Healer is, only that it is 'functional', and 'less 'this is very apparent' and more 'this is what it feels like to me', C: it feels to me like the Phantom Jobs were designed with the first step in the process being 'how does this resolve a mechanic in Forked Tower?' Chemist has effectively been designed into being the Rick and Morty butter robot, where its only purpose is 'you exist to circumvent the Resurrection Restriction debuff'. Similarly, Ranger and Thief are pretty weak designs IMO, with their main draw being 'can destroy traps' and 'can find traps, and unlock some special doors' respectively. The only thing I remembered about Ranger from older games was 'it can attack 4 times' and it doesn't even do that
Gimme shadowflare and bane and ill be happy. another single target dot doesnt really do anything for the class other than bloat. Now if miasma served some other function that benefit the toolkit sure.Like if ed cost fairy gauge instead of aetherflow and miasma had a chance to generate 5 fairy gauge.
#FFXIVHEALERSTRIKE





A bit tangential thing to bring up: Ph.Chemist.
Seeing a good amount of players who actually give SE the applause for even coming up with such idea (if you can even call those ideas... lol) makes you wonder why there's a good chunk of playerbase who would never trust their healers to have anything but 1 button spams, or anything but a true healbot.
GCD Benediction, GCD Manadiction, Instant Raise, and GCD Elixir - and yet there are also people wondering why there's a screaming to trim down our healing actions... ain't this role cooked up badly lol.
"Outside obvious jokes/sarcasm, I aim to convey my words to the future readers who may come across mine posts. Can I change -your- mind, somehow? Potentially... but that's not why I'm writing. You and I have wrote our piece(s). We don't necessarily need to change each other's mind. But we can change other's."




At least the community kinda invented a use for thief in that it’s a far better gold farmer than an endless chain of “my holmgang macro didn’t go off” but it’s obvious they completely phoned it on chemist and no other phantom job is even remotely a healer (the closest is ironically oracle but that’s only to internally compensate for starfall deleting your HP bar)
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess



The evolved version I seen on the crescent is:At least the community kinda invented a use for thief in that it’s a far better gold farmer than an endless chain of “my holmgang macro didn’t go off” but it’s obvious they completely phoned it on chemist and no other phantom job is even remotely a healer (the closest is ironically oracle but that’s only to internally compensate for starfall deleting your HP bar)
1 Tank (any, but usually paladin) with Thief that kites mobs
2 Healers (Double Sage or Sage + White Mage) each with Cannoneer
4 Ninjas each with Cannoneer that take turns with their dokumori's as each dokumori is an aoe version of thief's steal.
1 other player (any job) with cannoneer
At least 1 player should have chemist at 3.
While farming on the level with isleblazers. Healers must wait until aggro is established, otherwise isleblazers will aggro onto them because of spellcasts. In case of an almost complete wipe, have one person swap to chemist to safely rez everyone else as chemist's revive is a weaponskill.
The multiple dokumoris means that, assuming 7 mobs per big pull and the aoe hits all 7, gold yield is on a range 14 to 28 with an average of 21. One full cycle of dokumoris equates to a range of 56 to 112 bonus gold per 2 minutes with an average of that 84. An hour of the minimum is 1680 bonus gold, the average is 2520 bonus gold, and the maximum potential yield is 3360 bonus gold. So by using the average as the safe number, you basically get 1.5 fixatives per hour from just the bonus gold from stealing from mobs, this doesn't factor in the actual gold that mobs give at their base amount or from higher chains.



Patch 7.3:
WHM continues to set the standard, now with its 20y range on Medica II/III.[W]e improved the usability of certain healing actions by increasing their area of effect, thereby assisting healers in multiplayer and high-difficulty duties where party members are oftentimes scattered.
(Also the usual 5-10 increase in potencies.)





I see we all gonna be required to heal parties in another instance. Yay! /s
I love how 1 full expac cycle prior to this they mentioned not wanting to increase healing magic radiuses. Fast forward today: does it anyways. I wonder if this is a preparation for upcoming ultimate. If they release any that is.
I'm tired, boss
So how do ya'll feel about the new changes to Phoenix Down?




I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.
#FFXIVHEALERSTRIKE
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