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  1. #1
    Player
    Ianmaru's Avatar
    Join Date
    Aug 2023
    Posts
    94
    Character
    Ianmaru Voltaire
    World
    Tonberry
    Main Class
    Gunbreaker Lv 90

    Please fix healers problem without touching other roles

    DISCLAIMER
    if you think tank heals & DPS raise need to be nerfed then by all means, I won't disagree, but that's not the point of this thread. Instead I'm talking about the ways we can fix the main issue without nerfing others. It's meant to be a thread about healer & healing in a vacuum, so feel free to reply if you have response and/or disagreement about my ideas of how incoming damage and healing can be improved, but please refrain from bringing up how the nonhealers need to be like. that's not the point of the thread. Sorry if the title I put gives the wrong impression, sadly I can't edit the title.
    I play every single jobs decently on both casual & hardcore contents, and I agree with a lot of things mentioned in the #FFXIVHEALERSTRIKE protest.

    My concern is that SE would go "No more tank heals, no more DPS raise" way, which is the lazy & bad way to fix it. My suggestions:

    1. Make any healing tasks the nonhealer can do, the healers can do better
    Let's start from raising. Every healers have one raise spell that never gets upgraded since lvl 12 with long 8s cast time. We're at lvl 100 now, its about time to get healers raises upgrades. The complaints on the DPS forum about SMN & RDM having raises wouldn't even arise if healers could raise better than them.
    Solution: Make healers raise cast time 1GCD (2.5s) long + 50% HP heal. There's no good reason to keep them 8s long.

    Now parties might still choose RDM & SMN over BLM & PCT because they want to have a backup raise whenever both healers are down.
    Solution: Make the healers their own backup raise when they die by giving them Reraise spell, so the need of having RDM & SMN in a party will be minimized. Make it a costly ~60s buff with 8s cast time.
    Also make the single target GCD heal heals for ~75% HP with only 1.5s cast time, so the efficiency would be GCD heal>raise>reraise.

    For healing, healers can already heal better than WAR. The problem is, having a more powerful healing kit than other roles means nothing when the incoming damage is either not big/frequent enough, or is too deadly that our healing kit is useless anyway, like those one-mistake-wipe & body count mechs.

    2. Improve incoming attacks toward party members
    Healers are supposed to be busy healing, and yet now healers have nothing much to do but press that one DPS button all the time and heal occasionally, no wonder healers ask for more DPS buttons instead.
    Solution: make raidwides come more often, like every 15s, with more single target damage to non tanks party members.

    3. Fix healers' healing kit
    (Note: whenever I say 'oGCD' read it as 'lily GCD' for WHM)
    Healers should be healing, but the majority believes that a GCD spent healing instead of DPSing is bad, hence forcing the healers to use GCD heal more often might be problematic.
    Solution: Give healers more oGCD heal resources so they can deal with the more frequent damage with their oGCDs instead of GCD heals; GCD heals are strictly for emergency.

    (E.g. double up the oGCD heals like this:
    WHM: Lily timer 10s
    AST: E. Star & C.U. CD 30s
    SCH: AF CD 30s, Indom & S. Soil CD 15s
    SGE: Gauge timer 10s, Ixo & Kera CD 15s
    This alone already double up the busyness in healing)

    Remove Cure/Benefic/Physick. Merge Cure2, Benefic2, Medica, Helios with their regen counterparts.
    This way healers GCD kits wouldn't be bloated by barely used spells. Only 4 DPS-loss emergency GCDs: single target heal, raidwide heal, raise & reraise.
    Add 2 DPS GCD buttons, so healer gameplay will be doing simple GCD rotation while (a lot more) frequently weaving healing oGCDs.
    (7)
    Last edited by Ianmaru; 06-18-2024 at 03:15 PM.

  2. #2
    Player
    Valkyrie_Lenneth's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    8,038
    Character
    Lynne Asteria
    World
    Jenova
    Main Class
    Viper Lv 100
    Tank heals, and more specifically wars sustain, is too much and should be nerfed even if there wasn't a healer issue.

    So while yes healers need to be fixed, I think tanks need to lose some of their self sustain. More mit yes, but not sustain.

    And if you want to leave war as the berserking healing tank, it's mitigation needs to be nerfed, like it was back in 2.0 before the first rework.

    It can't have both.
    (65)

  3. #3
    Player
    Slayer25c's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    167
    Character
    Cloudy Heir
    World
    Hyperion
    Main Class
    Arcanist Lv 100
    It lil late for them to fix the healer issue only way to neft tanks
    (8)

  4. #4
    Player
    Ianmaru's Avatar
    Join Date
    Aug 2023
    Posts
    94
    Character
    Ianmaru Voltaire
    World
    Tonberry
    Main Class
    Gunbreaker Lv 90
    if they double or triple up the incoming damage amount & frequency, the tank heals can stay as it is now and can still reach the desired result simply by increasing incoming damage to the point the current tank heal is not enough to cover it.
    (5)
    Last edited by Ianmaru; 06-18-2024 at 01:51 AM.

  5. #5
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,354
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    Lvl 80 and below PLD is really only clemency and divine veil. GNB has Aurora which is pretty weak and not reliable until you get the second charge and HOC. DRK has abyssal drain which is on a 60s cooldown and the only other sustain comes from its invuln and its 123 combo.

    WAR has how many moves to heal? Reason I am bringing up lvl 80 and below is because that content still exists and is where healers are needed in those dungeons where a WAR is not there.

    GNB and DRK dont really have a button or series of buttons to sustain them like a WAR and PLD do. So we cant really say all tanks. I highly doubt they are going to nerf WAR considering it is the fan favorite, most played tank, and is the most purchased job level skip.
    (4)

  6. 06-18-2024 02:10 AM

  7. #6
    Player
    Graveyardprincess's Avatar
    Join Date
    May 2024
    Posts
    206
    Character
    Raven Nightshade
    World
    Seraph
    Main Class
    Viper Lv 100
    I mean even taking healers out of picture warrior is just way to over power in multiple aspects, emeity, the amount of self heals, and the damage will always be better than the other tanks, thats 3 aspects that warrior tops im sorry but warrior needs its self healing removed and replaced with rage/berserk and a thorns type tool kit where enemys take damage hurting them. it suits warriors more that way.''


    honestly warrior having all these self heals kills the barbarin/berserker fantasy that its ment to be ....




    so not only do they need to be removed for w/e healers say but they also need to be removed for people who want that barbarian berserker fantasy
    (8)
    Last edited by Graveyardprincess; 06-18-2024 at 02:25 AM.

  8. #7
    Player
    WeakestZenosEnjoyer's Avatar
    Join Date
    Jun 2024
    Location
    Ul'dah
    Posts
    288
    Character
    Scrappy Moonlord
    World
    Halicarnassus
    Main Class
    Red Mage Lv 100
    If they increase damage to counter bloated tank sustain (more and harsher raidwides, more and harder TBs), they also have to bring DRK and GNB (and PLD sub 80) up to WAR levels and we've literally just indirectly nerfed WAR and post-80 PLD, they also have to apply their changes retroactively through all Endwalker content and every dungeon since Raw Intuition,

    or they could change a couple WAR and PLD numbers and get back to their next MNK rework or whatever
    (4)

  9. #8
    Player
    Bright-Flower's Avatar
    Join Date
    Jul 2018
    Posts
    2,828
    Character
    Nyr Ardyne
    World
    Balmung
    Main Class
    Paladin Lv 100
    WAR I think is overtuned in its self sustain, and should probably be dialed back a bit. Maybe Paladin a bit too but if paladin is busting out clemency that's draining gcds and mp that isn't being spent on damage so there's more of a tradeoff, where as my understanding is warrior self sustain doesn't detract from their damage.

    For the most part though I agree that letting other jobs have bits of healing related stuff like curing waltz and mantra etc is generally fine and doesn't need to be removed. Except for physick. Either let scale off the casting dps stat like vercure does or delete it from summoner already.
    (4)

  10. #9
    Player
    Loggos's Avatar
    Join Date
    Nov 2011
    Posts
    991
    Character
    Kaeya Alberich
    World
    Twintania
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Willemdarke View Post
    I genuinely think if DPS had to frequently soak damage puddles and be topped up, or other similar mechanics, healers wouldn't complain they have nothing to do. Right now the only reason a DPS would be damaged would be:
    1. Infrequent stack markers.
    2. Infrequent raid-wides.
    3. DPS themselves failing mechanics.

    ...

    If tanks and the raid as a whole took more damage than they themselves can heal, or if healer-specific mechanics like Esuna were actually needed, none of the current discourse would be a thing. If the DPS rotations of healers weren't a one-button spam, no one would complain it was mind-numbing or gave you carpal tunnel.
    ...
    I completely agree with this. Whereas I think the damage on tanks should be increased too the damage on DPS needs to be amped up as well. They could also add more unavoidable single target hits that randomly target DPS with an adequate frequency.
    More Esuna also sounds good.

    In the end healers should be able to heal more and if there has to be prolonged downtime it would be nice if our way of engaging with it is more interesting than pressing 1 ad infinitum.

    I actually don't think the thread's idea is too bad because imo there might be more ways to achieve more healing.

    Reducing tank sustain is definitely one option.

    But from my layperson's standpoint it does sound plausible that damage could be increased so much that the current levels of tank sustain would actually be unable to keep up and therefore end up being less OP. (Though please feel free to correct me if that's a wrong assumption.)

    So if damage was increased accordingly, existing tank sustain could perhaps be transformed into a nice supportive mechanism, but one that doesn't invalidate healers.

    That would also make warriors lose their god status because even without touching their kit, their job skills would not be able to make them immortal anymore. They'd need a healer now.

    Again, perhaps this thought is too simple and based on a fallacy so feel free to point out if this wouldn't work.
    (3)

  11. #10
    Player
    Ianmaru's Avatar
    Join Date
    Aug 2023
    Posts
    94
    Character
    Ianmaru Voltaire
    World
    Tonberry
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Valkyrie_Lenneth View Post
    And if you want to leave war as the berserking healing tank, it's mitigation needs to be nerfed, like it was back in 2.0 before the first rework.

    It can't have both.
    first, do you play and have complete understanding of tanks? if yes then you would know that tanks have 2 subroles: 'sustain tank' & 'offensive tank'. WAR & PLD are sustain, while DRK & GNB are offensive.
    now to answer to the part I quoted: WAR doesn't have both. between PLD & WAR, WAR mitigation is lower (even lower than GNB too). both of them have heals, but WAR is stronger on the heal part, while PLD is stronger on the mitigation part. GNB & DRK on the otherhand, they're not sustain tank, hence they get more DPS oGCDs & output in place of the heals that they don't have.
    (2)
    Last edited by Ianmaru; 06-18-2024 at 02:34 AM.

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