It's a party based game. No job should be invulnerable. Nerf tanks today, should have nerfed them already. They're not balanced.Hey, I never said I wasn't in favor of that. I'm all in favor of making healer more interesting. I'm not in favor of this mentality coming up that tanks are evil and need to be gutted. I'm more than happy to support healers being made more interesting without having to gut anybody else.
Devs need to stop bending the knee to the WAR ego.
That's actually incorrect, Healers are capable of contributing significant amounts of damage.
For example, it's possible for Healers with good uptime on Damage GCDs to contribute 10-15% of the total damage in a Savage Floor clear, or about 5-8% each.
That is also a conservative estimate, which can trend higher depending on composition, mechanical strategies, and circumstances.
That's a significant amount of total Party Damage, especially considering that there are only 8 players total in a Savage Party.
And that amount of Damage can mean the difference between Enrage or No Enrage, if mistakes occur. And if everyone is playing well, then it came mean skipping entire phases of the encounter.
If you want to "help your Party" or "keep them safe", then ending the Encounter sooner, or preventing more dangerous phases from ever occurring, is certainly one legitimate way to contribute to achieving that.
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However, that is all beside the point, since your secondary statement seems to indicate that you believe that Healers are complaining simply because they literally want to do increased quantities of Damage, numerically.
This indicates a complete and total lack of comprehension of what this thread is about.
In that case, I must ask you — if you are not going to take the time to actually read and understand what Healers's concerns are, then why do you expect anyone here to, in return, care about your own opinion?
"I would like my Role to actually have a purpose in content, and actually be needed, rather than being entirely-replaced by other Roles's OGCDs.".
"I WILL NEVER BEND MY KNEE TO SUCH EGO"
I am glad that you are now being more honest about the content of your posts here. Self-awareness is the first step to improvement as a person. I would like to offer my complete support for you on this difficult but rewarding journey.
Last edited by Eorzean_username; 06-15-2024 at 06:11 AM.
By that logic they're bending the knee to DPS as well, actually. It's a party based game and no one role should render others as obsolete in a majority of content.
The problematic element here is tanks.
A WAR can be the last to die, not the only one who doesn't die.
It's as simple as either lowering self-sustain on other classes or providing a decent DPS kit for healers, not just a DoT along the basic attack.
Maybe healers should be given access to Hallowed Ground, Sentinel and Rampart. What if the tank disconnects? The party still needs to complete the dungeon or even Ultimate raid.
However, giving defensive cooldowns to only healers may be too selfish. Perhaps give Hallowed Ground and other defensive cooldowns to DPS job like Black Mage and Ninja. Black Mage and Ninja used to have access to Hallowed Ground for one to two attacks with Manawall and Perfect Dodge.
The party can share the load and everyone can tank too. No more tank anxiety.
Fried popoto enthusiast.
I like when people quote random damage numbers without solid proof of said numbers
yo T R U E. Actually, what they need to do is give hallowed ground to everyone, and instead of having a cooldown, they should make it a stance that you toggle. Bam, now nobody's better than anyone else. Never mind I take it back, game dev is easy.Maybe healers should be given access to Hallowed Ground, Sentinel and Rampart. What if the tank disconnects? The party still needs to complete the dungeon or even Ultimate raid.
However, giving defensive cooldowns to only healers may be too selfish. Perhaps give Hallowed Ground and other defensive cooldowns to DPS job like Black Mage and Ninja. Black Mage and Ninja used to have access to Hallowed Ground for one to two attacks with Manawall and Perfect Dodge.
The party can share the load and everyone can tank too. No more tank anxiety.
I mean, you said that healer damage is "not significant enough" without solid proof. What makes your statement better?
The funny number site is there for people to see if they want, healer damage isn't insignificant and is required to meet enrage in savage, especially in the early weeks.
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