I think the main point we're getting at here is that if you're going to require healers to do content, then have those healers actually have something to do outside of the chance of being paired with a group who left their thinking brain at home.
I think the main point we're getting at here is that if you're going to require healers to do content, then have those healers actually have something to do outside of the chance of being paired with a group who left their thinking brain at home.
This affects savage too. There are points in the fight where I need a big heal and every time I get a Benedication, I use Thrill+Equilibrium anyway. Every other time I need healing, I just use Bloodwhetting. I don't really have to rely on the healer and if there's a wipe I can find myself living for a while. And what about when there is an Ahk Morn type tank buster? Rotate tank invuln strat, then heal back up with my excessive heals.
Back in the Alexander days, if the healer died, then I was also dead (as the tank). Whether from autos, tankswaps, or really any attack at all that wasn't healed. Clemency was limited to 2 uses and Equilibrium was on a 60s cooldown. Raid wides became increasingly devastating due to vulns and they often had to be GCD healed and shielded.
In fact I couldn't even solo 8-person normal raids (while current) back then. But now? Surviving far into extreme trials solo and soloing normal raids as a tank has been done.
Well said. I'd go as far to say healers shouldn't have more than three OGCD heals. These should their basic HoT, Esuna, and a big heal at great cost to their mana.
Square Enix should make healing choices meaningful again by making the player have to decide between when they can land their healing spells, the amount of health restored, how many damage they can contribute, and their mana pool.
In addition, Square Enix needs to reduce button bloat by tossing redundant spells and having spells upgrade in a logical manner. For example, Cure I should evolve into Cure II.
Medica I and II should be overhauled and changed to a new progression of healing spells, Medica I, II, and III. Remove Cure III from the spellbook, have the new Medica I, II, and III be the AoE healing spells, and have each gained at a logical level for the character to have them in regards to the content.
I might struggle to make myself clear on the next part. Please bear with me and I hope will you get the intent of what I'm about to write.
Here we go. I feel spells on cooldown have little place in a healer's toolkit. Healers are secondary damage dealers. We're not in a race to a finish line. Our focus should be keeping the party alive, helping out on the damage, and making sure we have the mana to do that.
Our decision making should revolve around those concepts. We've gotten so used to juggling cooldowns that we lost sight of that idea. Most of the time, we use our cooldowns without thought and that's part of the problem.
Healers should never do anything without thought.
Instead of cooldowns, healing and mitigation spells should have their mana costs be part of the decision making process. We need to make a meaningful choice when we press our keyboard or joystick button. That's what keeps a healer engaged.
Last edited by Kacho_Nacho; 06-10-2024 at 11:05 AM. Reason: Added additional thoughts rather than make a new post
First one, not necessarily Impossible. But the "Standard" comp forced by DF should be the most effectiv choice and non-standard play should require being on Point gameplay wise, not have leeway for fooling around.
As for the second, those rare few big damn hero moments when you do get to drag the aoe licking idiots through a duty despite all the deaths they should have suffered.
As outside alliance raids Basicly no content hands those Out anymore, being engaged while keeping the one average idiot of the party alive would be a fine enough substitution.
If SE hadnt been on a warpath against all things engaging in healer gameplay since ShB
Well it wasn't completely unexpected. We have been able to do this sort of thing throughout Endwalker. It wasn't necessarily impossible before, but became increasingly easier over time and then Endwalker just buffed tank heals like crazy. And Dawntrail has buffed them even more.
But there was a bit of a hope that the tank heals might be nerfed or the dungeon damage output/vuln stacks would be increased to make this not so realistic and that doesn't seem to have happened.
Personally, I think it should be possible without, but very hard. In practice, I think if they tried to make it too difficult to do, that someone would achieve it, so there's no reason for them not to make it hard to achieve.is it a fair assessment to say that a central goal of this strike is to make it so healers are required to execute on that type of content?
Repeating raid-wides like Eerie Soundwave that overpower what people can self-heal, or Ahk Morns, are effective ways to make it difficult without a healer.
Spamming 1 button when I'm tired and want a job that doesn't require thought.what brings you joy as a healer?
I think they see this as irrelevant, because between savage or ultimate static dates, people are fairly often gonna be doing dungeons for various reasons such as tomestones, relics, mentor roulette etc. And then some people don't do that content.I'd like to understand what is the highest level of content completed as a healer by any of the individuals calling for the strike.
That said, Dawntrail will at least have a Field Operation which should be more in the midcore category like Bozja where you could frequently see near-wipes or full-wipes in CEs and constant deaths in its raids.
The NPCs could be given overpowered abilities to effectively nerf the dungeon, so they can do it with NPCs if they want it to be easier.Anyone who has purchased Dawntrail will have to go through the story and complete the dungeons.
That's simply an education issue. SE just needs to make a quest that teaches this so that people know about the white line.I still get healers that are incapable of esuna-ing a debuff in a dungeon (Dead Ends).
The hope was the first dungeon would be an example of these mechanics requiring the extra mit and healing - yet this example was done without a healer and the main damage received was avoidable in what was probably a blind run.The addition of more mitigation and healing throughput suggests that there will be more healing-intensive mechanics that are on the horizon in Dawntrail
https://forum.square-enix.com/ffxiv/...cd#post2663990
https://forum.square-enix.com/ffxiv/...=1#post2769116
https://forum.square-enix.com/ffxiv/...ht=healer+ogcd
https://forum.square-enix.com/ffxiv/...cd#post3098127
https://forum.square-enix.com/ffxiv/...=1#post3147634
Someone asked about "who did complain about healer not having ogcd to heal"
Sorry for the late reply. It was eating time.
Keep in mind that it's a small part of complain/wish/implying. People did ask for more ogcd back then. Or complained about the lack of it.
I won't start to look for every topic talking about it or post in topics implying the lack of ogcd etc, I didn't have to look really far to have those 5 links already.
Of course you gonna find people saying healer are fine back then too, without lots of ogcd.
There is maybe more relevant japanese people asking for it too since SE cared a bit more about them early.
Clean everything before any nerf is my goal. No matter the time needed to reach the last hp and beat it.
twitch.tv/jeycht
This is my ver first post on here. I’m joining the strike too. I will not q for anything except with a full group of friends members while chilling in voice chat and rescuing them to death.
Condition 1: Leave encounter design as is but give healers a truly involved dps rota.
OR
Condition 2: leave the healer kits as is and raise the incoming damage drastically.
Until then #FFXIVHEALERSTRIKE
Healers should find fulfilling gameplay in all levels of content.
I don't necessarily want to spend every moment in this game being challenged to the extreme. I do want to spend as many moments as possible having fun.
The MSQ highlights one aspect of what "healers" have been asking for: More fulfilling, more interesting ways of dealing damage than we currently have. Not more raw damage output, but more interesting ways of dealing our current output.
I can accept MSQ encounters not dealing so much damage that a healer is all but necessary. I could even accept other jobs getting more healing and mitigation in order to ease getting through the MSQ. But because those features both lessen the need for a healer to actually spend time healing, as a healer, I'd like something to be doing other than mashing a single ability, and refreshing a DoT every 30 seconds.
In an ideal world, I'd spend a good amount of time playing the game of, "should I spend this GCD on a heal? or is it safe to spend it on damage?" That's that fun I find in the role. (My healing kit should contain variety. My damage kit should contain variety. And I should need to evaluate when to use one vs. the other. And maybe these aspects of my kit could even play off of each other...)
Thank you for your reply. To some of your points:
1. Yes, it's not unexpected because dungeons are not meant to be most representative content to demonstrate healer need. I'd venture to guess (without having data in front of me) that most dungeons are completed with a combination of tank, healer, and 2 DPS as is the "standard" party composition. I'd like to re-emphasize that dungeons, especially story ones, have to cater to the entire community's skill level. Additionally, a significant percentage of them will be completed via Duty Finder queues. I personally don't think it's fair to assess the entire Dawntrail experience from a non-final build of the first dungeon. As pointed out in the video Xenos put out, you don't even have assess to your full DT kit.
2. I can see how folks would say they see it as irrelevant, but I'd point to my statement about engaging with content that centers the role more prominently. It seems silly to be upset about content not challenging you when you refuse to engage with content meant to do just that. I also fundamentally disagree with the approach of giving NPCs overpowered abilities if they want it to be easier. What I wrote about the path of least resistance is a very real approach for gamers. In an MMO, you don't want to encourage single-player play. That just runs counter to the whole idea.
What I think makes healing fun are having to make in-the-moment choices with my gameplay—when to heal, what to heal with, when to attack, and when to use my utility. Having the power to turn a failing run into a clear by correcting my teams mistakes, preventing them from suffering the consequences of a mistake, or simply increasing their margin for error. I also have a personal love for taking healers and supports and building them offensively. I want to not only protect my team, but also be a threat to the opponent, disable them with CC when possible, and be able to contribute a meaningful amount of damage in a way that looks and feels fun and exciting all while still juggling my healing and defense duties.
What does not make me happy is existing to meet a mandatory healing quota. Being exclusively an HP battery. Not having any agency over what I can or cannot do. Being stuck with slow, boring, repetitive gameplay that doesn’t even look cool.
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