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
Hello, and welcome to the English forum! I would like to thank you for your input and taking the time to run your thoughts through a translator so we can understand you clearly.
Concerning your post, I would like to address something specifically. You mentioned that the monotonous attack rotation for healers isn't a problem for Japanese players, and changing it would not be well-received. I obviously cannot speak for the Japanese playerbase, but the western region is very diverse. Not all healers are of one mind when it comes to how a healer's offensive kit should be designed. Some of us do not mind a simple damage rotation, while others would prefer to have something a little more complex, rewarding, and dynamic. Even among these players, they are split further between those who want more offensive because they require a style of gameplay that requires them to constantly choose between damage and healing to feel engaged, and those who want more offense because current healing requirements are so low that they want something more to do.
Please understand that healer offense is but one of several aspects of healing that healers take issue with. In my original post there is a manifesto that highlights five main points and offense is only one of the five. No matter how diverse healers are here in the west, what most of us agree on is the healer role has been eroded over time to the point that it is no longer fun to play. The experience outside of blind runs and progression parties are unfulfilling and boring. There are multiple problems with this role that has lead to this conclusion.
I hope this was helpful for you, and again I would like to express appreciation for coming over to share your thoughts.
Happy gaming!
Last edited by Gemina; 06-12-2024 at 03:50 PM.
Hello.
First of thank you for making the effort to go through a translator to give us your Personal opinion.
A big thing for many of us is that we had had our damage spread over a wider variety of actions back before the changes made in patch 5.0.
Back then Scholar had a number of damage over time spells to keep up time on. But as they provided most of the damage, putting them up and then keeping them up gave you Something optional to do, if healing a particular party was not exciting enough on it's own.
It also made it much less necessary to keep up global cool down damage spell casting, as most of your damage came from the applied DoTs, so just putting them up and ignoring the rest of the damage spells was already a noteable contribution to killing enemies.
This allowed less optimizing players to just put up a damage over time or two then focus on healing.
No, they're not.
The problem is you: you should assume a tank will pull W2W until they demonstrate otherwise. The tank shouldn't need to "telegraph" it.
Really, what were you doing when that non-telegraphed W2W pull happened? Were you DPS-ing ? Is that why you weren't ready?
If so, maybe you should have queued as a DPS.
Part of the fun of healing in pugs is the challenge of adapting to the variety of tank classes and player skills and personalities.
If you can't do that without a "trigger warning" then maybe you aren't suited to the role.
This is an introspection all unhappy healers (or anyone unhappy in any other role) should engage in: are you sure you're emotionally suite to the role?
For example, I have a friend in FFXIV who I've played beside (as a healer) for years (and in other MMOs before ARR was even an idea), and while on his worst day he can out-tank and out-DPS me on my best, he's tried healing and decided that he just didn't want the responsibilities (e.g., for catching and fixing other people's mistakes) that comes with the role. So since isn't healing fun for him, he simply doesn't do it -- or complain about it.
Me, healing is fun for. My spouse, who spent this evening on Discord expressing her frustration about a series of bad tanks she experiences while doing Dungeons to rank up the new FC on Kraken, it's also fun for. The same role some people here are so unhappy with, we're happy with. And it's not an issue of smarts or skills or dedication: it's a matter of pure personal preference, a matter of taste, of motivation, of what we each personally find fun and rewarding.
If healing doesn't make you happy, why are you so desperate for that particular role to be your happy place?
Do you think SE owes you that: that they are obliged to re-design healers to suit you, and to hell with the players who like it as it is?
For years now healers unhappy with what FFXIV healing is and has become have been complaining in the forums, and they're still unhappy.
It reminds of that popular definition of insanity: repeatedly doing the same thing over and over and thinking that this time, the result will be different, and be what's desired. The no-job/sex-specific-glams crowd has the same history, and IMHO even less chance of success.
The change you advocate won't be what my spouse and I desire. We're happy with WHM and SGE, respectively, as they are.
And we're a bit fed up, in the real world, with vocal extremists ruining so many of the good things in the world.
We're probably not alone in either of those sentiments.
This is, I think, a nasty side effect of parsing and number chasing. Certain people don't just want viable, they want OPTIMAL. The moment a job is 1% behind all the others, people will be mad if you want to play it, even if it's perfectly possible to clear with it.
That being said, I would love if they made each healer different with varied levels of complexity. Mind you, I also don't think more complex should equal better. Having fun with a complex job should be its own reward, imo.
I have to admit It's going to be hard to for me to avoid playing healer. Mostly because I am always silently judging the healer in the party and I loathe cure spammers or players that outright don't do anything and just stand still. I' d rather do it myself.
On the other hand I also want to do the no healer party thing.
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Well, if some one is ignorant of or willing to selfishly ignore the fact that healing is fun for a lot of people, sure.
A myopic egocentric world-view based on the assumption no one with any sense could possibly enjoy something you don't (here, FFXIV healing) is a bit of a problem in an MMO with millions of players from a variety of different cultures and backgrounds.
It wouldn't be a surprise if the devs generally ignore people with such world-views.
[Edit: that's a rhetorical "you," not a reference to you personally or anyone else in particular either.]
Last edited by Bun_Vivant; 06-12-2024 at 05:05 PM.
It's definitely tricky. You don't want that one job that is overly complex to the point that players think they should be rewarded for it. (I think that sparked a bit of the summoner redesign.)
Still, having distinct healing styles would go a long way to alleviating the problem. They have an inkling of this, but the design team gave all of them to many similar/redundant skills that covers up that small bit if uniqueness.
Player
Honey dear, even in this answer you described you fail to see the main reason why the healer role needs changes. You and your partner are having fun playing healers in the described scenario completely unrelated to the fact you queued for the content as healer. It fully depends on the fact whether or not you get party members who are bad at the game. So in your vision, as I see it, to have fun as a healer, I have to queue nonstop for various roulettes, hoping that this time I will be lucky enough to participate in a science experiment where they made monkeys play FFXIV? I'm sorry, but this is a very wild stance to take.
At least Tanks and DPS can treat a smooth dungeon run as a training dummy exercise so they can practice their rotations. Healers don't even have the luxury of that.
And what about high-end content? Should I go and create PF like "Deranged players only! I want to feel something as a healer" if this is the way how healers get fun? Why in the other games playing healers and supports is fun and engaging on its own, but here it is different?
And about your "definition of insanity". There is a phrase I like so much. "There are only two sides to the coin. But throw it enough times, and it may land on its edge."
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