I've been saying for years that healers have been in a really bad spot, and this isn't unique to dungeons and casual content either. Even in savage+ content, healing is ultimately boiled down to just allocating your long cooldowns at set intervals, pressing an AoE heal once every 45-60 seconds, and going back to smashing your DPS spell. The only time healing in this game is fun is during week 1 when there are no guides available, and everyone is running around lost and clueless. I feel so alive then. People stepping in DoT puddles, not knowing what to mit, etc. By week 5 or 6, though, all this life is gone as YT channels are flooded with visual guides on how to do everything flawlessly, and you, as a healer, are relegated back to your corner of the arena where you're essentially just an anti-raidwide mechanism that interacts with the battlefield once every 45-60 seconds.
The part about this that irks me, however, and I'm sure I'm going to start an armageddon with this one, is why in the bloody hell the #1 solution to the problem is to give healers MORE dps spells. Like...excuse me? With respect, I think we are missing the entire point here. Dopamine and serotonin (aka: the happy brain chemicals) are released from healers when they make the blue or green HP bars go up - not from making the red bars go down. I understand the sentiment of wanting to "give healers something to do during downtime", but the entire point is that there shouldn't be that much downtime for healers to begin with. Why am I spending 95% of my playtime doing DPS as a healer? Can we just take a minute, also, to realize this isn't hyperbole? Regardless of how "engaging" the DPS application is, it shouldn't be that high on any planet whatsoever, and it's appalling to me that the mainstream solution is to push healers even further in the direction they're already headed because the idea of healers actually interacting with their respective healing kits is so foreign of a concept. We should be advocating for more opportunities and class reforms that not only force, but actively incentivize the frequent, meaningful integration of our entire roster of healing abilities. And before someone starts typing up a novel on what it means to be a good healer in FFXIV - I know. I'm intimately familiar with the concept that healers are also responsible for doing DPS. I'm not advocating for the removal of their DPS contribution nor a cure spamming, heal-only playstyle, so let's not jump the gun and go to extremes. But can we not aim for a more proportionate, sensical distribution whereby I need to engage with my healing tools more than once every 45-60 seconds? I'd be content with a 60-40 or even 70-30 split (in favor of doing damage) at this point rather than the 95-5 split we have now.
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Last edited by LalaLumi; 06-19-2024 at 07:05 AM.
Make healers relevant again.
Nerf tank sustain, Increase instances of unavoidable damage, and for the love of everything that is sacred and holy...PLEASE STOP TRYING TO GIVE HEALERS MORE DPS SPELLS.
If I wanted to spend all my time mashing DPS spells, I would've played a DPS. Give me something to HEAL, PLEASE!!!
As someone that plays all roles this is a moronic strike. At least 99% of the people wanting more complex healing and nerfs to tank sustain would not be able to handle it nor would they be able to do what Xeno and his fellow top 1%ers did. This is also taking into account that this is a MSQ dungeon meant to be as near easy as possible so EVERYONE can complete them without it being on autopilot on launch. If you somehow still think healing is really that easy go do some real content like savages or ultimates week/month one before other people can carry you with their gear. To be completely frank no role is hard yet nor most mechanics outside of high end content yet still most players struggle to do them and/or don't bother to learn making the whole point of this strike would be egregiously harmful to the game and again to 99% of the people complaining if not 100%.
The part about this that irks me, however, and I'm sure I'm going to start an armageddon with this one, is why in the bloody hell the #1 solution to the problem is to give healers MORE dps spells. Like...excuse me? With respect, I think we are missing the entire point here. Dopamine and serotonin (aka: the happy brain chemicals) are released from healers when they make the blue or green HP bars go up - not from making the red bars go down. I understand the sentiment of wanting to "give healers something to do during downtime", but the entire point is that there shouldn't be that much downtime for healers to begin with.
THANK YOU. Finally someone said it.
Why are we letting a billion-dollar multinational corporation turn us against each other when we should be united against our common enemy? Square Enix Holdings Co., Ltd. creates divisions among the working class to prevent us from organizing against it. The company is at fault for this problem, not the players.
They can't make them necessary, DPS with no party healing still exists,
SMN gaining another party heal doesn't matter if you're raiding with a DRG/NIN/RDM/MCH, it's the inherent problem with giving out abilities that are beyond your role, they cannot test you on them.
Personal heals is fine, nobody cares about Manawall, it just makes no sense to keep handing out party heals expecially as a part of their burst so you can't even time it to when you need healing.
pretty sure they have max ilvl synched gear too, healerless dungeon runs have been in this game since Stormblood ahahaha it's incredible that THIS was the spark, something that's been here forever. i'm sure someone's gonna say better late than never but i just think healer was never really understood if it took this long, not being needed in max ilvl dungeons never made me not enjoy itAs someone that plays all roles this is a moronic strike. At least 99% of the people wanting more complex healing and nerfs to tank sustain would not be able to handle it nor would they be able to do what Xeno and his fellow top 1%ers did. This is also taking into account that this is a MSQ dungeon meant to be as near easy as possible so EVERYONE can complete them without it being on autopilot on launch. If you somehow still think healing is really that easy go do some real content like savages or ultimates week/month one before other people can carry you with their gear. To be completely frank no role is hard yet nor most mechanics outside of high end content yet still most players struggle to do them and/or don't bother to learn making the whole point of this strike would be egregiously harmful to the game and again to 99% of the people complaining if not 100%.
Because some people actually enjoy what Square Enix Holdings Co., Ltd. are doing with the game. This division is entirely player driven, the company isn't doing anything to pressure anyone into choose side A over side B.Why are we letting a billion-dollar multinational corporation turn us against each other when we should be united against our common enemy? Square Enix Holdings Co., Ltd. creates divisions among the working class to prevent us from organizing against it. The company is at fault for this problem, not the players.
~Mew
~~Thank You Niqo'te
Please go outside. You're acting like Square Enix is sitting here scamming you out of your money just because you aren't getting the terrible gameplay you want that others will disagree with.Why are we letting a billion-dollar multinational corporation turn us against each other when we should be united against our common enemy? Square Enix Holdings Co., Ltd. creates divisions among the working class to prevent us from organizing against it. The company is at fault for this problem, not the players.
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