And the enrages are far tighter now than they were in coilsSo you think Yoshi-P just turned and went "make these terrible DPS players suffer now." No.
Their design decisions have not changed, you can even see that on the third party site, the Healer's combined, can never contribute more than 10% of damage. The numbers are exactly the same as they were 7 years ago.
Day 1 week 1 even week 10 you cannot zero DPS on a healer and clear anything with an enrage it is simply not possible
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
https://www.youtube.com/watch?v=m9kGj4eLKTE
this came from Xeno apparently a year ago. seems they still dont know what to do with healers....
well, we know what direction they went.. which is as simple as possible
#FFXIVHEALERSTRIKE
Because you are not supposed to be able to clear it before you have the minimum gear they designed it around. What "Week 1 clears" are, is cheesing the gear requirement, not a requirement for the healer to DPS. Do the math. If the two healers only contribute 10% of the DPS, and the 5 DPS players combined (Assuming they are all BLM) contribute 75%, that tracks with the "detuning it 15% at ilevel". You do not need the healer DPS to clear it, you need the healer DPS to cheese it without waiting until your static has gear to overcome it.
Asking for "healer DPS" to be required is basically asking that week 1 clears be forever impossible. Nobody will clear the content for two months because they can only get one piece of gear per week.
The enrages are tuned to week 1 savage with no gear not when you already have as much BIS as you can have for the floor you are onBecause you are not supposed to be able to clear it before you have the minimum gear they designed it around. What "Week 1 clears" are, is cheesing the gear requirement, not a requirement for the healer to DPS. Do the math. If the two healers only contribute 10% of the DPS, and the 5 DPS players combined (Assuming they are all BLM) contribute 75%, that tracks with the "detuning it 15% at ilevel". You do not need the healer DPS to clear it, you need the healer DPS to cheese it without waiting until your static has gear to overcome it.
Asking for "healer DPS" to be required is basically asking that week 1 clears be forever impossible. Nobody will clear the content for two months because they can only get one piece of gear per week.
They don’t go “okay let’s tune floor 3’s enrage to assuming that all DPS have floor 1 and 2’s gear and a lot of tomestone gear and the healers are doing no damage” they tune the enrages as “okay let’s assume everyone is in crafter min ilvl and the healers are contributing about 15% of the raids DPS”
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
The point I've been getting at (apparently 10.1 million times?) is encouraging people to make the distinction between personal opinion and objective fact. So many people pushing the strike on here conflate the two, and it only leads to undercutting one's own credibility while increasing one's frustration. There's a need to separate what might be "better" for you as an individual vs. what might be "better" for the game as a whole. Combine that with creating a little echo chamber in here that jumps on anyone who dares to disagree with it, and you get a bunch of people thinking they know everything and then complaining when those with a lot more info (i.e. the dev team) go a different direction.
The last part of what you pointed out is exactly what I've said elsewhere, though. The dev team has far more data than any of us do, and generally speaking, what you described is exactly the process for responsibly improving a product. You look at the larger data and see what is working and what isn't, then for those parts that aren't working as you want, you seek out specific feedback on why that may be the case and thus what you can do as a solution. But it starts with looking at that bigger picture, which goes well beyond these forums.
For example, when you implement something like the zone-based FATE rewards, if people don't engage with it as much as you anticipate, you seek out why. Is the number of required FATES to reach Level 3 seen as too high and the whole thing too grindy for people to do? Is it not the length of the grind, but the rewards being seen as insufficient? Or is your playerbase in general just plain old not interested in those kinds of grinds, period? Gathering that kind of feedback gives you ideas for how to proceed, whether that mean altering the approach or scrapping it altogether. On the other hand, if the data you have shows people are engaging with the system the way you anticipated (% of players completing it, how many actively use the minions/play the orchestrion rolls/etc.), then making any core changes to it risks being counter-productive, and the logical next step is to keep it largely the same for at least the next iteration (at which point you gather that data again).
But the irresponsible thing to do would be to make wholesale changes based on something like forum feedback when your larger data shows things are going well. It becomes the infamous "solution in search of a problem," and that usually leads to bad decision-making. The forums can be a useful source of feedback - for those areas your much larger set of available data identifies as a specific problem in need of solving. But listening to the relative few of us on the forums when all the data shows the opposite is true is just a good way to run your product into the ground.
^okay that just circles back to the original actual purpose of the strike. If the devs are happy with healers and have all this data to back up they are actually happy with healers (which we have no evidence they actually have this comprehensive data considering they have made a lot of missteps they can’t justify like Kaiten) then there comes a point they need to politely tell us to put up and shut up
Appearing to completely ignore player given feedback in favour of internal data they won’t reveal doesn’t paint them in a good light even if their data is actually true
I’d be 100% happy if the totality of squares response to this strike is them going “we hear your complaints but you aren’t the majority”, but they won’t even give us that
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
To give a more positive spin on what the FF14HealerStrike can go about…
Looking at the job notes, I think this is the message we need to affirm:
”To increase attack variation during periods when healing isn't required…”
THIS is the LINGO we need to throw back at the devs! They (and the JP) forum keeps thinking we want more DPS, when that’s not what we want. We want more attack variation during periods when healing isn’t required.
My response to this, because "increase attack variation" is like the most null argument I had to read in a while:To give a more positive spin on what the FF14HealerStrike can go about…
Looking at the job notes, I think this is the message we need to affirm:
”To increase attack variation during periods when healing isn't required…”
THIS is the LINGO we need to throw back at the devs! They (and the JP) forum keeps thinking we want more DPS, when that’s not what we want. We want more attack variation during periods when healing isn’t required.
No 2nd dot to balance around, the new attack is ogcd which you likely just chain with Phlegma III or E-Dosis III. Nothing changed except a small extra ogcd. Toxikon still just a "guess you shielded, here have an instant Dosis III with a bit of cleave". Dots still 30s long.
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