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  1. #1
    Player
    Wyti's Avatar
    Join Date
    Jun 2017
    Posts
    67
    Character
    Wyti Fynnasla
    World
    Odin
    Main Class
    White Mage Lv 100

    Raise rework - an alternative solution to the current healer issue

    After reading most of the discussion in #FFXIVHEALERSTRIKE, and the other adjacent topics, there seems to be 3 main points of view.
    • More confident / experienced healers feeling increasingly less useful / needed in easier content.
    • Less confident / experienced healers who want to avoid a stressful experience while enjoying the class fantasy of their role.
    • Non healers who have / had or are afraid of a bad experience with a weaker healer ruining content for them.

    Those 3 groups would all benefits from a rework of the raise mechanic itself. Be it closer to deep dungeon, pvp, criterion, giving raise to a few more classes, or even remembering Phoenix Down are a thing in the Final Fantasy universe. I'm not sure myself of the correct way, but hopefully criterion gives enough data to the team to figure something out something more concrete.

    Let me explain the benefits I can think of by challenge level of the content.
    • Dungeons:
      Healer primary use is raising people still learning the content. If the healer is the one learning it and dies the current solution to inconvenience the group is to make the content easy enough or give enough tools to the other jobs so that the healer death is inconsequential and they can watch the rest of the group or the tank clear it by itself

      Having a high raise availability would both allow the fight to be more threatening to players (~30-45s as an average time to kill the group without heal) without having the threat of the single point of failure we currently have.
    • Extremes (also apply to easier 8M content like normal trials, normal raids, alliance raids):
      The only 2 ways to wipe in this content is either the 2 healers dying (without a red mage / SMN) or close to a total party kill (5+ deaths).

      The damage is usually enough to kill a group without healing decently fast. Having a higher raise availability would allow the healers to have a more involved downtime activity (be it more complex dps rotation, a more involved supporting kit or preparing for the next healing phase, by building up some resources)
    • Savages:
      Healers are definitely needed here, the issue stem from farming run when the number of mistakes tends to diminish and healers are left pressing the same GCD 80+% of the time, and 60%+ of their Actions on this same button

      Having a more common but globally limited pool of raise would allow several ancillary benefits:
      1. As previously mentioned the healers could afford a similar rate of mistake than the rest of the group without causing a premature demise. We can use this opportunity to have a more involved downtime kit, something similar to a tank in complexity would be a good starting point at least for a few healers.
      1. Having a limited number of raise globally would make a single death itself more penalizing, enabling the encounter design team to use different challenges than the increasingly common "one person mistake snowball hard and kill almost if not everyone"
      1. Address the balancing issue between the caster with and without a raise. Currently either the one without raise are tuned higher and it feels bad for those without. Or inversely bringing a caster without a raise in a progression fight hurts everyone unfairly.
    • Ultimates:
      Nothing much to say here, fights are intended and should be tuned to challenge everyone in the group, this includes healers. Having raise isn't even useful since when doing current patch ultimate, multiples death would kill you at the phase enrages or next mechanic anyway
    (3)

  2. #2
    Player
    Laerune's Avatar
    Join Date
    Aug 2013
    Posts
    2,913
    Character
    Yu Zeneolsia
    World
    Ragnarok
    Main Class
    Scholar Lv 100
    Remove raise and make healer limit break a dps ability.

    Everyone is happy this way.
    (2)

  3. #3
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,471
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Third point (non healers) is a logical fallacy to me: if you don't want to deal with failure from other players, then don't play with randoms, or just don't play multiplayer based games at all.

    Also Criterion duty action raises felt bland and arbitrary to me, on top of rendering the whole concept of MP (or what's left of it) totally irrelevant. Please no...
    (3)

  4. #4
    Player
    Loggos's Avatar
    Join Date
    Nov 2011
    Posts
    1,005
    Character
    Kaeya Alberich
    World
    Twintania
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Wyti View Post
    Having a high raise availability would both allow the fight to be more threatening to players (~30-45s as an average time to kill the group without heal) without having the threat of the single point of failure we currently have.
    I can't speak on EX and savage but regarding normal content I really support this idea and I agree with the underlined part in particular.

    I'd prefer if we got more creative and perhaps more complex kits and then have the devs add recovery mechanisms into specific pieces of content that are appropriate for their respective difficult levels.

    Right now they try to "solve" all difficult levels with a one-fits-all approach.

    Making things more mechanically challenging (relative to their appropriate difficulty levels) but also giving room for more mistakes could increase the moment-to-moment gameplay fun while also taking some of that fear away that a healer/tank that is still learning "dooms" a run.
    (1)

  5. #5
    Player
    SherlottaEryut's Avatar
    Join Date
    Aug 2021
    Posts
    639
    Character
    Katja Eruyt
    World
    Moogle
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Laerune View Post
    make healer limit break a dps ability.
    I’d like this
    As a healer I barely get the opportunity to use LB , and quite a few DPS in the dungeons don’t use it at all especially at lower levels…
    Maybe healer can have an option to select between DPS or the healing one
    (2)