Its hilarious that there's multiple threads about the healer strike, but no actual strike yet to be seen anywhere.
Its hilarious that there's multiple threads about the healer strike, but no actual strike yet to be seen anywhere.
There are multiple threads about the healer strike... because the reasons behind haven't abated, and half the activity is meta-commentary like yours above or even less directly stuff like my post here. Why would anyone be shocked about this? This is the forum that made "Titanmen" a thread genre.
Thread count, post count per thread, and total post count across threads don't meaningfully scale with the level of activity of the thing they talk about, only the ideas that launch that thing and how defensive others are about those rationales being discussed.
Meanwhile, I'm not a striker, but heals still remain the most instant queues for me, rather than the norm for the last several expansions (tanks), green slots are most often the last to fill in PFs, and while leveling non-healers, matchmaking definitely averaged maybe 30% longer (usually in finally finding said healer) than at similar times in prior expansions (including double-DPS-addition ones), so I'm not sure what was so invisible about it unless Chaos DC just didn't happen to be as affected.
Apart from that, maybe you don't see the healers who are striking... because they're striking?
Now, of course, some then get replaced by those wanting the most instant of queues and couldn't care less about the role since it's just a way to more quickly get braindead content over with, shrinking that gap in matchmaking, but nearly only place you'd then see the "career" healers who may or may not strike would be... the only place healers might remain interesting -- in Savage/Ultimates, which those who can conditionally still enjoy healing in its own right may then still do... while they're still interesting, to then be replaced by others afterwards because... the slots mostly still need to be filled for near-PuG purposes, tank sustain or no.
Effectively, the replacement may make the role look healthier than it is -- split in half between those whose expectations for it are bare minimum because... they're just doing bare minimum content anyways while Netflixing, and those who only play it in precisely the other situations (Savage/Ulti prog), with far fewer through-and-through healer mains anymore.
tl;dr: You're talking about something that quickly hides its own evidence of activity (since people pulling out of a ratio-ed need then vacuums in replacements for them through then-increased margin of reward/immediacy), and even then things have looked far enough off the norm, even if less so now, that a strike does seem to have made some impact.
Last edited by Shurrikhan; 05-16-2025 at 02:39 AM.
Terrific ideas, logged into the forums just to write a reply. I like that the optimizations are minor but something to work towards if you're stuck while progging or re-clearing. Not being able to play on hand somewhat makes it hard to imagine how it will flow so I will only focus on WHM and Aetherblight for now.
Aetherblight is a nice concept and would make a pure healing check possible without making Macrocosmos too strong. I don’t it should be a regular mechanic but throwing it to boss during any content would be cool.
I would be approaching as your ideas has made it into the game 1:1 and I’m asked “Would you change something? If so what?”
I like jobs/classes/characters/bosses etc that have multiple abilities that interact with the same system. (This is why I like EX4 so much) Ways to increase or decrease that, or different ways to use the same thing. I think vigilance idea can work but I think it would be better if it was also tied to the Lily gauge. (Again this is just a me thing) BOTE would be a Lily spell as well. The way I would have it is that ST lily spenders would generate petals and AoE lily spenders would generate Blood Lily, if you have Blood Lily AoE spenders would generate petals and vice versa. And I would make it so that using your damaging spells would make the lilies bloom faster.
In order to reduce the button bloat to maximum. I would keep Medica I but Afflatus Solace, Rupture, and BOTE would replace Cure II, Medica I, and Cure III respectively. You would be forced to spend your lilies first if you want immediate heal and you will probably overcap if you’re using them too much.
For levelling I think introducing Holy/Gravity/AoW/Dyskresia earlier would be better. Having it in the first dungeon would be ideal but I would be fine as long as it isn’t as late as it is now. I think it is important to show “You should AoE in a dungeon” by giving the AoE abilities earlier.
Again, terrific ideas. It might be also nice to write the lvl 100 kit without any previous versions so that people can see the lvl100 kit easier.
Last edited by MetaBoi; 05-16-2025 at 04:55 AM.
Thank you for reading, glad you enjoyed
It's definitely possible to design the idea in such a way that it doesn't require the addition of the second gauge, but I think the design would suffer for it. WHM is known for being the 'easy to approach, simple' Healer. And there's merits in both approaches, I think, of 'WHM has one gauge that handles everything, so it's simple' versus 'WHM has two gauges that work in tandem, but the amount of things each gauge does is lessened, so it's simple'. Looking at something like SCH, the aspects that are controlled by its two gauges (Aetherflow and Fey) are quite simple and intuitive, despite there being two different Gauges, IMO. In fact, Fey Union being the only use for the Fey Gauge (currently, who knows what 8.0 has in store) is a great comparison/example to how BOTE is the only spender (in this design) for the Vigilance Gauge, or how Fell Cleave/Bloodspiller (and their AOE versions) is the only thing that the WAR/DRK spends their gauge on now
Without increasing the cap of how many Lilies we can store, we'd be unable to take advantage of another strength that the two gauges would provide: having the ability to pool more damage-neutral healing at once. Where we currently can store up to 3 Lilies, the design would allow for '3 Lilies plus 2 BOTE casts', and I'd make the argument that having that versatility is not only a good thing for optimization usecases, but also gives the more casual player access to more easy-access healing tools when they need them. We'd need to have the Lily gauge extended to, at minimum, 5 Lilies, to have the same 'pool' of resources to pull from. I've also never really subscribed to the idea of 'Solace replaces Cure2 when you have a Lily' etc. as IMO it removes player agency. Few as they may be, there are times where you might want to choose to press a Cure2 instead of a Solace, to keep the Lily for a later point in the fight. And so it's for these reasons that I believe that a second gauge element would serve the design more effectively
I personally don't really notice the lack of AOE in early dungeons. I know it's a pain point for other players though. The way I see it is, stuff dies super-fast as it is, even with single targetting, as the dungeons were designed without Healer AOE in mind (and arguably, Healer damage at all). After all, we have to remember that in those dungeons, there's potential new players. Getting them to press any damage buttons at all, let alone AOE ones, is already asking a lot of them when they're just starting out. For WHM specifically, Holy is THE White Magic spell (even referred to as 'the ultimate White Magic' in some older games), so at the minimum, you'd have to be a WHM to have access to it IMO. That'd mean a minimum learn level of 30. I'll look at it and see what can be done. SCH and SGE do get access to some (limited) AOE as early as 26 with Shadowflare and Phlegma in their designs, at least, so I guess it'd make sense if WHM/AST sort of matched that (edit: Holy/Gravity moved down from 45 to 35)
Maybe at some point I'll edit the posts to include 'this is what you would have at level 100', that sounds like a good idea
Last edited by ForsakenRoe; 05-16-2025 at 03:32 PM.
What I meant is, if these designs were added to the game 1:1, SCH would regain Shadowflare at level 26, which it could spam-cast for the instant 100p of on-cast damage in low-level AOE situations (or as an optimization in higher level situations, like 'you are in the Jabberwock bind in M6S and cannot use Art of War on the pack of enemies). So the other user's request was 'Can WHM get access to AOE sooner too, to match how early this SCH would have AOE access'
Last edited by ForsakenRoe; 05-16-2025 at 03:34 PM.
the best way to "fix" it would be to stop playing healers, stop talking in the healer forum.
Just quit quietly and stop caring about healers for a few months even a year and play other jobs or games.
But this will never happend because the strike is actually a minority of players, the vast majority don't care.
Silently quit? Why? So you don't have to read our complaints? Devs gotta know why people don't like the role if they ever want to make it better. And even if they don't read this specific thread, having community discussions leads to other avenues of feedback (like bigger, well known community members talking about it, or threads on other forums).
Simply because the only thing devs looks at are statistics.
They fix things when stats shows it's not working, not by randomly scrolling the forums.
If you keep complaining about healers while you keep playing them.
The numbers only shows it's fine so they don't look into it.
Because stats are more reliable tools than subjective opinions.
Why would you invest time and ressources on something that is okay on paper ?
You can keep making 1000 pages threads, they won't read or let them ask you what you'd want.
So far nothing has been adressed about the healer strikes, look at the 7.2 patchnotes.
They don't care about healers at all because "the numbers are fine" so wait until 8.0.
Most of the known community members are not talking about it anymore.
They covered it a bit during "the hype" period and then proceed to their priorities such as talking about PF, third party tools and raid tiers.
If devs were so concerned about the state of healers jobs we would already have seens changes.
They almost reworked black mage so it fits 7.2 encounters while barely touching healers beside dots potency.
Last edited by Qyoon; 05-16-2025 at 08:12 PM.
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