lmao, all is see is a bunch of casual healer crying days and night.
lmao, all is see is a bunch of casual healer crying days and night.
> Healers crying about having to heal in content.
> Healers are striking and not doing content as a healer.
"Well, those healers crying about having to heal in content MUST be those darn strikers!"
Make some sense please.
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
I love this idea! It wouldn't be hard to implement either.Something that occurred to me within the hour, while taking with some people about previous design idea pitches. One thing that came up a lot in relation to one of the changes in a WHM design that I've posted (here), was that the UI for trying to track DOTs in FFXIV is... quite bad. And the part of my design where I suggest reducing Aero/Dia to 12s duration (so we use it more often and therefore Glare less often), would exacerbate the issue somewhat. The game doesn't show your DOTs on the Emnity List (although starbirds inform me that there's a way to do just that via less-than-TOS-compliant methods), for example. But, the point raised was that if your DOT falls off, it can be difficult to 'notice' and refresh it. If only the DOT was a burst CD instead, so you could see it on your hotbar that it's 'ready', some players would say.
...So, why not do just that? Abilities can 'light up' when a combo is being executed, or when a resource is high enough to use the action (for example, Fan Dance lights up when you have a Feather). So, how about some kind of system change, or a trait, or whatever way to implement it, wherein 'If you have an enemy targeted, and that enemy does not have <DOT name> applied to them by you, the ability 'lights up' on your bar to indicate 'hey, it could be a good idea to use the DOT again''
Is there any reason not to implement this? As far as I can think, it'd help lower end players keep their DOT up, and higher end players who have the fight knowledge to know 'I should ignore the DOT even though it's flashing, because the boss jumps away in 8s and it'd be more efficient to use another use of <filler spell> instead' would be able to, 'ignore the dot even though it's flashing'. Make it optional of course, some people might not like having their DOT yelling at them 'USE ME USE ME'
edit: maybe even make it customizable, so that you can specify that it starts to flash 'at or below X duration', EG you could tell it to start flashing when the DOT is at 3s or less, rather than 'it fell off'
I strongly agree, Sharknado. There isn't a need for so many redundant heals. The number should be reduced.
What I'm wondering is what kind of abilities should healers have in their place? Buffs to damage are already covered.
Personally, I'd like crowd control to become a thing because wall to wall pulls are too simple. Currently, the tank pulls multiple mobs. Tanks and healers use their regen and mitigation abilities. Everyone uses AoEs. Rinse and repeat...
Imagine how much more interesting it'd be if certain mobs did too much damage for wall to wall to work and the party had to pick who to pull and had to use crowd control on some of the other mobs to avoid being overwhelmed.
No, the strike isn't over.
Participating in the strike is purely voluntary. If you wish to be a healer, be a healer. May you have fun whatever you play.![]()
Last edited by Kacho_Nacho; 07-22-2024 at 10:17 AM.
Oh, is "casual" THE popular insulting term again? I thought "elitist toxic raider scum" was still in.
Man, I'm behind the times.
Even if healers got a 1-2-3 dps combo that could be then consolidated to one button in the settings, it wouldn't actually fix your problem. As its still just pushing three buttons 50 times each, or one button 150 times.
Dawntrail's 1st and 2nd story dungeons proved red mage would be the perfect fit for a healer that breaks the traditional healer norm of being a damage dealer first. As in trust's, Alisaie uses for example vermedica 2, and she is actually a competent healer, while still having the normal dps rotation.
Like just take red mage, copypaste it as a healer, call it green mage or whatever, make it's primary stat be mind instead of intellect, make it able to use piety, then give it a couple of the bog standard healing tools like vermedica and vermedica II and a couple others so it has the bare minimum to be considered a healer. It would rarely run into the same problem healers have with rezzing aside from the large MP drain, even with lucid dreaming and hi-ethers. Plus dualcast offers fluidity from wanting to heal, raise, or damage. As any given combat instance is not necessarily about how much can be healed, its how fast and efficient the team is at taking the boss to 0 health. As the quicker its done, the less healing needs to be done.
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