340 pages and nothing new past the first 25. I hope our frequently made arguments page is made soon, so we can actually get some productive conversations going


340 pages and nothing new past the first 25. I hope our frequently made arguments page is made soon, so we can actually get some productive conversations going




Every good point was made on the first page and all the rest is people trying to convince each other they're wrong. But hey it keeps it on the front page and makes it more attention grabbing so eh
Sadly this wont happen, look at Arwins post it was well written and non aggressive and because she won't join the movement she got jumped on by 4 or 5 people.
Update, I like healer I think it needs improvement in some areas but my SGE is almost 90 and will still be doing PvE roulettes as i wont be shirking my job role and leaving the sprouts to fend for themselves.


I personally think that the core "problem" is the combat itself.
Enemies, especially bosses don't hit as hard as they maybe should to feel like a real threat and giving healers something to actually heal.
That tanks can self heal imo shouldn't be something that they pop as soon as, let's say a Tank Buster hits and manage by themselves.
A tanks self heal should (still imo) be something a tank pops when they know it might be a little too much for the healer atm, maybe other team mates are in more dire need of healing, or the healer is trying to ressurect someone.
So the tank use the self heal to give the healer a little more time to focus elsewhere.
Other games have tanks with self heals and they can't survive on that alone during a boss fight, they need the higher potency heals from a dedicated healer role.
Sadly the combat in FFXIV is designed on a slow paced system. What is it? 2, 2.5 seconds global cooldown?
And the bosses seems to be the same, there's no real incoming threat.
At least years ago a tank could loose the aggro on a mob or two during a group fight, meaning more incoming damage could be spread out in the group, giving healers more to focus on.
Casual content leaves little room for accidents to happen.
Heck, even endgame content like Savage and Ultimate, once knowing the clockwork of the fights leave little for healers to actually heal.
I've seen others mention the lack of debuffs to dispell.
And that is true, other games during fights a member (or more) could get hit by a debuffs and DoTs that a healer/support could debuff.
I can't remember all debuffs stats in FFXIV. But things like Blind, Stun comes to mind.
Leaving debuffs like that could really cripple a group and/or their rotation.
I brought up with an idea earlier imspired from RPGs like D&D, where Holy (healing) spells can damage Undead creatures.
Something similar maybe could in FFXIV, where healing spells could have a second fuction if targeting an enemy.
One spell might give a debuff to an enemy where another could straight up damage it, some even do both.
This would ofc mean that a Healer would have to consider if they can spend a healing cooldown on attacking or save it for an upcoming attack. Add some complexity to the job role.
And it wouldn't add more button bloat to the hotbar, as others have mentioned when people bring up "more dps skills".
Maybe, and this is a very simple straight forward idea.
What if when one has completed the MSQ the came could unlock a new set of dungeons for said Expansion.
It's more of less a copy+paste, but with the difficulty settings tunes up and maybe add more attacks to the enemies and mechanics for the group to focus on during a fight.
Like, on "Normal" a bossfight might be quite straight forward, avoid AoEs and all that, as per usual.
But in the "Extreme" mode the boss might cause room wide debuffs now and then and people might have to, let's say, break some seals located around the room.
Very very simple, since it's just an idea sprung out in the moment.
But I think people gets the idea.
And since the layout and enemies are copy+pasted, just with higher tuning to them maybe it wouldn't add too much to the work table for SE to consider implementing.
The additional skills and mechanics would ofc, but that might not really be needed if the tuning itself would give enough challenge.
And since it's dungeons it can have its own Duty Roulette for those brave enough to try.
I'm basing this idea around the concept that the lack of incoming threat and damage is a core problem to healers lack of things to heal.
Personally I'd like to see the entire concept of combat get tuned up a little.
Like I've mentioned earlier, I miss the ARR days when a dungeon run required a but of planning before each pull, like which mob to Sleep and such.
And making sure not to attract the attention of a wandering patrol, as fighting 2 groups a once could end up badly.
Last edited by Evergrey; 06-18-2024 at 04:23 PM.




I mean, going back and reviewing her posts, the first thing I notice is she refers to the community here who are asking for change as elitist. I don't think there is any public speaker in the world who would advice anyone trying to communicate with a group of people to start their speech by addressing them in a manner that demeans their character. If someone has already chosen to look down upon the people they're speaking to before having made any other interactions, then what point is there to try and engage with such a person earnestly? Because that is taking a stance of aggression even if the rest of what you're saying does not.Sadly this wont happen, look at Arwins post it was well written and non aggressive and because she won't join the movement she got jumped on by 4 or 5 people.
Update, I like healer I think it needs improvement in some areas but my SGE is almost 90 and will still be doing PvE roulettes as i wont be shirking my job role and leaving the sprouts to fend for themselves.
Imagine me trying to speak to a group of disgruntled workers at a company who want a raise, and I address them by going "Here at Big Corp., everyone has an important role to play, and it is one of our most important goals to ensure that all members of the Big Corp. family earn a wage that is befitting of their position while also continuing to nurture and grow our company to expand our horizons and accomplish new goals. It is for those reasons that I cannot entertain the laziness and entitlement being displayed here today..." And then I proceed to go into detail about funds and business in a way that tries to communicate why we can't afford a raise, and nothing beyond that is particularly dismissive or disrespectful. But that wouldn't matter if you were one of the workers asking for a raise, because as soon as I referred to you as "lazy and entitled," the conversation was over for you, and you lost all respect for me.
But like, disregarding that even, I don't see anying "jumping" going on? Like yeah a few different people respond, but even the people (including myself) who commented on the "elitist" part are not attacking her, calling her names... or anything like that. And the people who are arguing against her points are don't so equally as non-aggressive as anything below the "elitism" comment, at least for the first few pages I looked at. I don't know if maybe that spiraled further, but I would imagine when someone comments on a stance of opposition being "jumped on," I assumed that there were like a dozen different hateful comments attacking her character.
Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.

This is such a wild take I had to log in to reply. Why do tanks get a dps rotation if they aren’t a dps and healers don’t? Imagine if tanks were design like healers. 1-2 damage buttons and the rest of their kit revolved around enmity generation and damage mitigation. Sounds boring because it is. There’s zero reasons healers shouldn’t have a legit damage kit that consists of more than 5 buttons. Literally every other job in the game has over 16 buttons dedicated to damage and healers have 5-6. That’s ridiculous.
They could easily cull 4-5 heals from every healers kit and replace them with damage buttons that interact with each other and healers would still be OP in the role. Before telling people to touch grass, maybe understand the topic at hand.

How do you think tanks retain and hold agro? Buy doing damage, tanks can't not have damage abilities.This is such a wild take I had to log in to reply. Why do tanks get a dps rotation if they aren’t a dps and healers don’t? Imagine if tanks were design like healers. 1-2 damage buttons and the rest of their kit revolved around enmity generation and damage mitigation. Sounds boring because it is. There’s zero reasons healers shouldn’t have a legit damage kit that consists of more than 5 buttons. Literally every other job in the game has over 16 buttons dedicated to damage and healers have 5-6. That’s ridiculous.
They absolutely could design a tank with 2 dps buttons and the rest just enmity/mitigation
Infact, Provoke is an example of exactly this- it provides a huge chunk of enmity without doing a single point of damage.
Now imagine that on a 10 second cooldown which you had to keep spamming
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