Could just roleplay, seemingly as that's the one thing that they don't keep mucking with and ruining (this will age like fine milk, I'm sure of it.)
Not necessarily true. I think you are forgetting there is a lot of raid fights that have unavoidable damage as well as very noticeable damage patterns designed for healers to act through. Its simply not "group bad" metric, but a metric that is somewhat useful to determine if your healing for certain fights doesnt meet a threshold.
WoW has a good number of healer checks, where your ability to clear is dependent upon how good your healers.
Its just encounter design difference, HPS doesnt matter in FF14 as much.
As long as that "opportunity" costs me 15 USD / month and another 40 USD / 2 years, I'll continue to consider my feedback on the product that they are selling me to be quite justified.
I am not contributing to the Square-Enix Goodwill Charity Fund purely out of a selfless sympathy for Japanese game designers that need food and shelter.
Dear Dps community, the healing community full heartedly appologies aheaded of time for the possible increased ques you will suffer from. The healing community also appologies for deciding that you are perfectly alright with shouldering this burden.
Eh, he was pretty adamant on healing/damage being brain-dead but the "dungeon must be accessible for all" does ring true but only from a healing perspective. On the damage side... I'll just say add up all the potency increases for tanks during Endwalker and you can add 2-3 damage spells per healer and be fine. Tanks don't need additional damage or healing, yet somehow they keep getting them.I will admit, Cole did make a good point where the no healer clear was slower than a normal comp, but it still doesn't change the facts that healing is so mind-numbingly braindead and job themes are in the toilet. I do hope Xeno catches onto it, even if he does act dismissive towards our cause, it will still give the movement a lot of traction.
I'm not sure I understand the folk who offer only, "The strike won't work."
Thinking this through: Healers who aren't happy with the state of healing stop playing healers (in group content, in Duty Finder, in Party Finder, whatever). There are two possibilities:What exactly is the downside to the strike for these healers?
- SE does not change the healer jobs in such a way as to make these healers happier. In this case, these healers have already moved on to doing things that they do find more enjoyable, so they win.
- SE does change the healer jobs in such a way as to make these healers happier. In this case, these healers still win.
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I thought most people said this strike is "performative nonsense" and it won't work at all? Now we're being told we're burdening the DPS players?
You guys need to make up your mind, will this work or not?
I mean - the first bullet point is the definition of the strike not working.I'm not sure I understand the folk who offer only, "The strike won't work."
Thinking this through: Healers who aren't happy with the state of healing stop playing healers (in group content, in Duty Finder, in Party Finder, whatever). There are two possibilities:What exactly is the downside to the strike for these healers?
- SE does not change the healer jobs in such a way as to make these healers happier. In this case, these healers have already moved on to doing things that they do find more enjoyable, so they win.
- SE does change the healer jobs in such a way as to make these healers happier. In this case, these healers still win.
I think he made good points, but I also think he kind of missed the point in regards to feeling unnecessary in content vs the healer-less ultimate clear:I will admit, Cole did make a good point where the no healer clear was slower than a normal comp, but it still doesn't change the facts that healing is so mind-numbingly braindead and job themes are in the toilet. I do hope Xeno catches onto it, even if he does act dismissive towards our cause, it will still give the movement a lot of traction.
The concern in regards to feeling unnecessary stems from how much sustain non-healers have access to now relative to how little outgoing damage we see in normal content like roulettes. There are already players who have stopped doing roulettes with random players and opted to have premade groups, and since this is becoming easier to accomplish, this trend may pick up further. But even when that isn't the case, it kind of makes you feel like a burden to the team--that your position on the party is slowing them down when the healing requirements are as relaxed as they are.
The ultimate clear is a different topic and is more a response to the statement Yoshi P made in response to a player's question about the direction of healer design. We want to be engaged with our role, and his response was to go play ultimate if we want to be engaged, which doesn't address the main point, and also isn't even all that true. The fact that TOP was cleared without healers, regardless of how suboptimal it was, shows that even ultimate does not challenge the overwhelming power that our healing kits offer if even Clemency and Vercure were enough to clear. If Ultimate were supposed to engage healers with more healing challenge, that shouldn't be possible for them to keep up with the demand for healing. And that's supposedly the content where we're allowed to have fun.
It blows my mind that Astrologian has four single target mitigation cooldowns. Like, sir... We don't even need two. One cooldown is enough.Adding to this thread for posterity. AST's kit is ridiculously bloated with heals now and with the tank mitigation buffs on top of that, what will I be needing to use all of these new heals on??? Holy hell I'd hope that they drastically rack up heal checks in content to compensate for all these new tools but I very much doubt it, especially with what we know from the media tour.
Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.
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