That was almost entirely because cleric stance was incredibly wonky and actively incredibly punishing in a time when tanks couldn’t just ignore the healer
If you brought back SCH’s HW damage options (with a few changes like miasma 2 needing to be a gain since we don’t need weave windows) it would work totally fine because we have weave windows now and no cleric stance
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
Hey everyone, my name is Ebion Glimmergaunt and I started playing FFXIV at the end of Shadowbringers. My first full expansion has been Endwalker. My current main is Sage and this expansion I completed every Savage tier as well as all dungeon and extreme battle content. Formerly, I was a veteran mythic World of Warcraft healer. I've been raiding in MMOs since I started playing them, healing almost always - It wasn't until Battle for Azeroth that I finally got my first Cutting Edge achievement for clearing a mythic end-boss before the next content patch. Just to be clear on where my perspective is - I do not believe simplified damage is an issue for healers at all.
Let me be clear, I'm not saying that healers shouldn't be doing damage, much the contrary, I think every player in the group should be contributing as much damage, healing, and utility as their characters allow at all times; rather I believe that healers are already primed to have a lot to do in every situation. The problem is, in easier battle content, such as normal, non criterion dungeons and in some cases extremes, there's simply not enough of a healers main role capacity, that being HEALING, to actually be done. There's simply no rot damage, no environmental hazards, nothing of note to make a healer actually heal outside of teammate stupidity or regular boss mechanic intervals.
Having powerful oGCDs isn't an issue either - these tools are balanced around more difficult content. Ironically, if you're a good enough player to utilize all of your tools and you're not participating in more difficult content, you're really just hurting yourself. Incidentally, I don't actually believe any of you who are advocating for the removal of tools and adding more random damage buttons actually believe it would make the game better, I really just believe you think it would make YOUR game better. The problem is, if dungeons and extremes and other easier forms of content were as difficult as you want them to be for your own amusement, the game would die because most of you and your friends would start crying that it's too hard and quit. It happened in WoW when they cranked heroic dungeons to 11 in Cataclysm - casual content HAS to be easy, or the casual playerbase leaves.
TL;DR - The healerstriketemper tantrum is ridiculous. Healers are fine, if you don't feel challenged, try more difficult content. If you still think it's "too easy" then go find a better game. There's a cool indie title called Mini Healer you might like.
Join date October 2015?
Signed. Will join PF parties listed for that week or two before I go back to the lands between.
Adding more DPS buttons would objectively cause you to hit more than one button, hitting more than one button is interesting for people. We have seen the data that if you're truly playing the role optimally, then you are basically only spamming that button 50-70% of the time in all forms of content (this is objective)...while you have ALL these heal buttons that don't see usage (even in savage (see stacking mitigation)) even more so when with a warrior or paladin, as they might take your opportunity to AoE heal (so you're really just wasting a heal then). If you don't see that the job has been culled down, I am not sure what you tell you, also for a tantrum this thread has been tame in comparison; outside people coming in to complain about the protest (which is ironic at best).
Last edited by Katish; 06-20-2024 at 10:29 PM.
#FFXIVHEALERSTRIKE
1: Healers need something to do when they aren't healing, the lousy one button dps experience and occasional second just is not enough.
2: The sustain of the nonhealer jobs has taken our job from us...which has left us nothing to do besides our lousy one button dps experience.
3: We do not need most of the healing buttons...a lot of those buttons can straight up be removed or consolidated. Which would be a good thing to consolidate using the new sys.
4: Pure & Shield means nothing and having any combination of the two is just overkill.
(I'll just copy-paste what I wrote in another thread because this is pretty much the same point.)
I agree that the story should be accessible since FF14 attracts many different types of gamers, both story-driven ones and those that are battle-oriented.
But I don't think keeping MSQ content accessible would negate a more interesting kit design or more frequent (low-damage) healing activity.
And I also still believe that SE could always implement content-specific safety mechanisms into casual dungeons/trials (such as variant-dungeon-inspired raises for each player) that ensure smooth sailing instead of trying to build the same kind of safety into the kits themselves.
Like this the moment to moment gameplay could be more fun/engaging (less spamming broil) without casual runs becoming too difficult. If you mess up, more players have casual-content-specific resources to bring you back instead of the party wiping, so progression and clearing should still be comfortably achievable.
Feels like most of the tone-deaf suggestions and criticisms of the healer strike come from people who just weren't around before Shadowbringers. So if you are here since/post Shadowbringers and being critical and dismissive, well, without trying to sound condescending or belittling; you just don't know any different. You didn't know what it was like before healer gameplay was diluted, so it's more difficult for people to really grasp what it is people are truly talking about. And it's not just healers that were reduced to rubble for ShB, but we were already dealing with losses (not simple changes) coming in from Stormblood, from Heavensward.
The biggest issue I've seen is that there's so much division amongst the player base. Gleefully watching others have a bad time with something we're all spending money on, it's kinda sick and incredibly pathetic. I want to see my fellow WoLs happy... not displeased, not angry, not at each other's throats. Why take so much joy in seeing others' jobs get decimated? It's a bizarre stance to be in, and honestly, it feels like toxic moba mentality that's tainted people.
#FFXIVHEALERSTRIKE
That's funny.
Sage is my most played job. I queue almost all dailies as a sage. I'm against it not because of this, because you are in fact a minority. I know a ton of healer mains that think this strike is just as silly as I do, and I can say "thanks for even faster insta queues for trials during DT." DS MAKES THIS WHOLE THING INVALID. Almost every dps is not going to sit and wait in a 30 min long queue during launch. They will be using the duty support trust system, so how is your strike going to do anything there. Japan players are happy with the overall state of healer as is the majority of the NA/EU region, if you go to the FF14 subreddit, this whole thread is mainly getting mocked on. When you go to FB and the few articles covering this by game sites, the majority of people are like "huh, there is a strike? i heal and that's silly" and do you know why? The vast majority of the player base DON'T frequent these forums. I've been playing this game on this account since 2.1 and I had a beta account as well. And I RARELY come to the forums unless a specific post, like this gets any kind of traction because of the majority of people here I find think they are the end all be all experts of this game. The vast majority of players use discord or reddit to discuss the game, not here. So yes, I am absolutely confident when I say this strike is nothing but a vocal minority.
Everyone is free to speak up sure. But the fact so many of you are "you don't' agree with me, so therefore its bordering harassment because someone said maybe I should unsub." Well those of you who hate the way healers are now, you have 2 options, play another job and let the majority of us that do enjoy healers as they stand now keep enjoying it, or unsub. But you also have to accept that the likelihood of anything drastically changing with healer roles anytime soon is slim to none. The fact is, healers all do get some more damage attacks this expansion. those have been showcased and are being ignored by those weeping and gnashing teeth. No ONE is scared of long queue times because guess what, SE fixed that with the trust system, and they even showed trust works in 8 man with the Hydalen trial.... and its likely we will see more of that implemented as time goes on. So what exactly do you think you are going to accomplish? If the majority of players are happy globally a few people "striking' with a non-effective strike is not going to catch SE's attention, even if the forum post gets large. I mean the spin off posts on here already are ridiculous with accusations that streamers should be held to some sort of journalism standard when they are just players of the game and everything they say is just their personal opinion and commentary. This whole thing is becoming quite the joke outside of these forums.
Yes we do. We want engaging healer gameplay.
I think a lot of people are getting hung up on the "boring DPS rotation" angle. The fact - yes, fact - that healer gameplay at all levels of content is primarily focused around the pressing of a single DPS ability is a symptom of the problems with the healer role, not a cause. It is the end result of changes to both jobs and encounter design primarily beginning with ShB and worsening until we are at the place we are today.
Many are in the "give healers more DPS abilities" camp because:
- It's an easier change for Square Enix to make, as opposed to correcting all of the job and encounter stuff.
- The issue is more acutely observed - that one-button DPS "rotation" is where healers spend most of their time and they're not thinking about why they're in that position.
- Having more to do when leveling/questing/doing other solo activities would make it less painful.
- They're not healer mains and don't want to upset the apple-cart.
These are all fine and good points to make. However, this isn't addressing the real problem: healers spend very little time actually healing.
Let me spell it out for you - that is a fact. It's not arguable. There are objective, quantifiable data points on this.
The true causes are many and varied and can be argued all day. But here's my take on it, and these are common points:
- Other jobs - especially tanks - have had ever-increasing buffs to damage mitigation and self-healing.
- Healers are actually too powerful in their healing abilities.
- Encounter design doesn't involve many "heal checks" outside of the occasional party-wide or tank buster, and these are too easily dealt with because of points #1-2. In other words, there just isn't enough damage to heal through.
- Healer resource management (MP, job-specific resources, CDs) is almost entirely unnecessary.
- The devaluation of healing has allowed the meta to evolve accordingly (wall-pulling, encounter blitzing, etc.) and this has further contributed to healer devaluation in a self-reinforcing cycle.
At this point we have to ask the obvious question - "What should healers be?" Again, this is debatable but I think these would be widely agreed upon by the healing community:
- A healer's primary focus should be on using abilities to prevent party members from dying, either through mitigation or repair. This should require the majority of the healer's time and attention.
- Healers should have a DPS kit that enables them to complete solo activities in a reasonable time and additionally allow them to provide supplemental DPS in encounters during "downtime" from healing.
- As an innately supportive job, healers should have additional support abilities that improve the overall party synergistically.
That's it.
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