Telling people to unsub is more like "be smart, don't get addicted to something you don't enjoy anymore".Even still, telling people "just unsub" isn't helpful when they also play the game for other reasons besides healing. I like my house and housing, I like glamours, and I still enjoy playing RDM. MNK got reworked for EW because it was the least played melee by far, Monk mains didn't need to unsub for that, same with the current AST rework. People don't need to unsub to see the changes they want, just swap to something else and convince anyone else who feels similarly to do the same.
If anything, telling people to unsub just feels like "go away, we don't want you".
Except I still enjoy it, just not one aspect of it. So telling me to unsub is pointless.
If I found I didn't enjoy most aspects of the game, from its focus on story, the combat, the visual appeal, etc. then it's worth telling me to unsub because at that point it's just not the game for me. Telling someone to unsub when they still enjoy most of those things doesn't come across as "be smart". It's dismissive.
#FFXIVHEALERSTRIKE
Healers have been neglected for 3 expansions now and this needs to be rectified with the following:
- An engaging DPS kit beyond a nuke and DoT.
- Increased incoming damage so we have more to heal.
- Distinctive playstyles amongst the healers.
- Some nerfs to non-healer heals, we shouldn't be replaceable.
Actually Savage learning parties are fairly common (same for Ultimate) and if you stick to the progression point you are at until you are comfortable advancing, you will find success in partyfinder. Naturally you can also try to look for statics willing to take a fresh raider in - there is a range of groups for everyone.
Given you are in EU Cerberus, I recommend looking up the Europe Raiding Central discord, it's a great recruitment discord for anyone looking for a static, no matter how casual.
(They got hit by all kinds of stuff and he even dragged one of his key skills onto his hotbar during a boss fight. Their run was quite chaotic.)It was a members of a regular static that knew each other. A group of hardcore players who knew what they were doing went in and had some fun because they could.
Doing a ROULETTE with rando 1T3DPS is a recipe for disaster. Will the tank know how to use mitigation oGCDs? What if a new WAR forgets Berserk/Inner Release/etc.? What if the three DPS don't know how to stay out of the orange circle?
Healers will always be needed in roulettes because you never know if you're going to get a good tank and competent DPS, or complete garbage. Same can be said for other roles. Getting a crap healer is just as much a bad time as a healer getting a bad tank and DPS.
I don't deny that if players aren't as good or experience a healer is needed to correct their mistakes. And I'll gladly concede that in those instances healer is mad fun to me even in normal content. When you have new players that tackle something blind? Those are the best runs.
But the problem with that is that as soon as people become good this changes.
This means that healer is, as somebody else said, more or less a "prog job". It's a crutch as long as people make mistakes. But as soon as people stop making mistakes (because they know a piece of content well enough) their necessity decreases.
Personally I consider this an inherent design flaw because in a trinity system no job should only be needed conditionally or situationally.
In my opinion you shouldn't be able to do content (as efficiently, when we talk about normal mode) without everyone from the trinity present.
1T1H2DPS should always be the most optimal team comp to complete content as fast/successfully as possible, even when players are good and don't make mistakes.
Their necessity should be baked into their design/the encounter design.
A good dps for example will only become better the better the player themselves and everyone else becomes (if tanks and healers are better then this means less dying, ergo more time for a dps to do damage).
But from the perspective of a healer the better people become the less they'll have to do.
Healers are the only class that are the "inverse fun job" in that sense.
(And with that I'm bowing out of today's discussion since it's quite late.)
Last edited by Loggos; 06-20-2024 at 08:59 AM.
Reminder people aren't quitting the game theyre quitting their main role in the game to play other roles and letting the devs know why. The "unsub" argument is stupid because all the people on the strike are doing is quitting playing 4 jobs out of 20 lmfao.
Like someone already answered, if you go in pf with the same progress point as you, you won't have issue. You only need to be honest like saying it's your first time.
Btw, not having done high end content does not invalidate that you can totally be bored by the healer gameplay. It becomes boring everywhere as long as you improved.
This, coming from a legit quad legend.
Last edited by Hellebore_Ghrian; 06-20-2024 at 09:06 AM.
Healer? What do you even need one for?
Funnily enough, Criterions actually do just enough damage where having a dedicated healer is vastly safer if not mandatory, even with all the tools given to us. They should honestly take note of this and put about 60-80% of the damage in more standard content... bodychecks aside.(They got hit by all kinds of stuff and he even dragged one of his key skills onto his hotbar during a boss fight. Their run was quite chaotic.)
I don't deny that if players aren't as good or experience a healer is needed to correct their mistakes. And I'll gladly concede that in those instances healer is mad fun to me even in normal content. When you have new players that tackle something blind? Those are the best runs.
But the problem with that is that as soon as people become good this changes.
This means that healer is, as somebody else said, more or less a "prog job". It's a crutch as long as people make mistakes. But as soon as people stop making mistakes (because they know a piece of content well enough) their necessity decreases.
Personally I consider this an inherent design flaw because in a trinity system no job should only be needed conditionally or situationally.
In my opinion you shouldn't be able to do content (as efficiently, when we talk about normal mode) without everyone from the trinity present.
1T1H2DPS should always be the most optimal team comp to complete content as fast/successfully as possible, even when players are good and don't make mistakes.
Their necessity should be baked into their design/the encounter design.
A good dps for example will only become better the better the player themselves and everyone else becomes (if tanks and healers are better then this means less dying, ergo more time for a dps to do damage).
But from the perspective of a healer the better people become the less they'll have to do.
Healers are the only class that are the "inverse fun job" in that sense.
For those, what is simply lacking is either the need for upkeep healing (regens for example) or burning extra healing to eventually break them to use GCD heals, and naturally something to break the filler and DOT combo for damage... like a lv50-60 style damage kit.
I love how the argument is now becoming "but if you don't play a role you're dissatisfied with it ruins everyone else's game!"
Why should we play a role we're dissatisfied with?
That's the essence of this "strike." People are making this out to be us wanting to intentionally hurt the community. This isn't true. We're just collectively refusing to settle for a boring, mediocre job when it could be so much better, and are hoping (probably against hope to be honest) that the attention this movement gets will make devs think more about getting us back into a legitimate healing role.
We actively want to play healers. The problem is that that's not what we've been doing for years now. We're playing DPS roles (with both the lowest DPS and the most boring "rotations") that also have massive healing ability that just flat-out isn't being used. This is verifiable across all levels of content and the receipts have been posted throughout this thread. And we don't like it, so we're not going to do it anymore.
It is Square Enix that's "hurting" the game - and by extension, you - by making the healing role not revolve around healing. Not us.
I cannot for the life of me understand how any of you can justify the current healer situation. If healers are not meant to focus on healing, then why have healing jobs at all?
I get that you non-healer-mains are upset that this is getting attention, and that Square Enix's design philosophy towards healers has pushed us to the point of taking an action that can have negative repercussions for you. But you do not get to decide for us. We are not your monkeys, and the fact that healers are subject to this sort of attitude in the first place shows how devalued the healer role has become in this game.
Then I don't see this strike having much weight at all. If you're really passionate about wanting said healer changes, then something's gotta give. That means you sacrificing your means of playing FF14. Otherwise you'll have to deal with no fundamental changes for a long LONG time. The proposed healer changes in the OP are not only a healer change, but a change to overall battle content and reward structure design as well. It would be an absolutely massive undertaking for SE to properly redesign under the conditions set forth by OP.
Please watch the footage, this guy adds Nascent Flash to his hotbar manually mid-fight. One guy hits two vuln stacks before finally dying after missing a third mech on the last boss. Standing in bad if you will. In the first boss the Ninja face tanks a mechanic and faces no punishment (no they didn't even use the NIN personal shield).
If this is top end gameplay then I'm basically an Ultimate raider myself.
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