For me it was quite the opposite. EW savages were the first savage content for me and healing there was stressful and the most fun than I've ever had before. It taught me to actually use all of my skill set
Did you play healer in ARR or HW? What did you think of the skill set we had back then?
That's all I really want, jobs that are interesting to play (like they used to be). I wish the devs had not simplified jobs this much and then acted condescending as if players not doing ultimates is the reason why some of us don't like their job reworks. Many other jobs were better in that era too, like DRK.
755 pages now and it's still all aguing
TBH
>gut tank sustain/healing across the board, keeping things like heart of corundum as the bare MAXIMUM,
>prune healers' 10 billion buttons that all do variations of the same healing, keep mitigations, give incentive to actually use GCD heals other than as a panic button after you've fat fingered every other cooldown
>give healers like 2 more damage buttons, make it a combo like picto spells or something so they can at least pretend they are doing something different in damage rotation
>prune support skills from a bunch of DPS and give them to healers. Healers then have more different things they can do to aid the party other than pure healing and damage
there, I fixed healing, it's fun again
Agreed that EX trials should give more tomestones per kill.Extremes give 15 tomes per kill. The devs should increase that by tenfold if they want me to avoid dungeons, so I can cap tomes with the limited time I have. Until then, I'll continue to give feedback on dungeons where people of all skill levels are heavily encouraged to farm their weekly tomes.
Additionally, healing dungeons in ARR-HW was more fun than healing EW savage encounters was for me, and I doubt anyone is going to say ARR dungeons were savage difficulty. Any suggestions to "go play harder content" are misguided because it has nothing to do with content difficulty. It's mostly a job design problem and playing other content doesn't change how the job plays. Can the devs give me 5 buttons for single target dps and less oGCD heals and more interesting AST cards when I zone in front of a savage boss? No? Then doing harder content changes nothing and I'm still spamming one button most of the time.
Jobs should be fun to play in a standard comp with random players in all content. Why should healers be the only role who have to go through the recruitment process for a static or sit in PF just to do a dungeon and then convince other people to do gimmick runs just to cope with the boredom of their rotation? That's completely absurd. Before telling the player who is not having fun they are playing the wrong content in the wrong way, you need to acknowledge that healing used to be fun in a standard comp with random players in all content. I'm not "too skilled" to enjoy healing. I'm not too "dps oriented" to enjoy healing. The healing jobs changed, not me.
How much of the fun you had back in ARR was because you were new to the game and still learning how things worked, how to improve as a player?
Saying all content should always be fun for every player with a standard comp is just as ignorant as someone saying content can't be cleared unless using the meta. So much depends on the individual skill of a player in their chosen job. What works for one party may not work for the next that has members with different skill levels using different jobs.
The game is not one size fits all. Find what fits for you and your friends then play that way.
I said it before. That SE has not been making changes to healing in the direction that you and others are asking for after 6 years of feedback makes it very unlikely they're going to change directions now. Unlike you, they have to consider what is going to work for everyone and not just the highly skilled players doing content not intended for their skill level.
You can keep leaving your feedback, of course. But what are you doing to have fun while waiting to find out if and how SE will respond to it?
Tank heals aren't the issue.
Enemy damage isn't the issue.
Even if you just fixed those two, what you'd end with is spamming Cure instead of Glare, or other jobs equivalents. It's still the same lack of actual gameplay.
To actually fix it, they'll have to actually give healers something more to do.
I'm still confused by that cuz, I mean there's a lot of pages in this thread so its hard to follow, but last time I asked if this would be solved by giving healers more DPS buttons, I was told its not that simple, and I was told something about making healing "meaningful"Tank heals aren't the issue.
Enemy damage isn't the issue.
Even if you just fixed those two, what you'd end with is spamming Cure instead of Glare, or other jobs equivalents. It's still the same lack of actual gameplay.
To actually fix it, they'll have to actually give healers something more to do.
I really still have trouble narrowing down what healers truly want after 700 pages
Couple possible reasons:
- people running around in grey MSQ gear
- people eating avoidable damage
- DPS and tanks allergic to using their mitigations and self-heals
- trash in dungeon not dying fast enough due to low DPS
- in 8 player content, possibly a garbage co-healer (this one is only an issue until you outgear the content, at which point you can solo heal most Extremes and many Savage floors without being particularly skilled)
This line is incredibly stupid because you're implying that all jobs should only cater to casual players and high skilled players can just go pound sand.
Also, savage has already gotten much easier over time. While older savages were more execution-based, modern savage is mostly puzzle fights, so literally anyone can clear it if they know the answer to the puzzle.
So I don't know what else can be taken from us at this point.
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