If you want a more complex rotation I don't see why playing a DPS or a tank isn't an option. If you want more complex healing that I could understand but wanting more complex DPS... what?
If you want a more complex rotation I don't see why playing a DPS or a tank isn't an option. If you want more complex healing that I could understand but wanting more complex DPS... what?
Why do tanks get a more complex DPS rotation
They are supports as well, all they need is riot blade spam and 30 ramparts to do their job
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
This will be true regardless of whether there's 1 button for DPS or 20, designing jobs to force bad players to be good doesn't make them good, it only makes good players bored. Why is it that healers can't have anything beyond a nuke and DoT while the tanks get a full damage rotation with their mitigation? I've met a lot of tanks (especially GNB and DRK) that will not mitigate because it would interrupt their burst (Continuation is soooo much more important than Nebula you guys!), but we don't deign to remove those buttons because we rightly know that tanks wouldn't stand for that. So why is it that healers are told to suffer with a bland kit for the sake of bad players?
The same damage that a healer heals is the same damage that a tank mitigates. They're both responsible for the party, yet one can actually have fun when its primary responsibility doesn't need attention while the other is told to press Glare another 150 times that run.
So why isn't playing a tank an option if it's filling the support role while having a more complex rotation? Seems like the issue is already solved. I mean we all know they're not going to be giving healers any more complexity (unless we think that they'd suddenly change their minds after 8 years of nuke and DoT mentality) so why not be realistic and just be a little happy? The thing you want is already in the game, just play it.
Last edited by hydralus; 07-28-2024 at 08:21 PM.
Perhaps then the real solution is to remove healers from the game and give every job Leech, where a portion of damage dealt heals the damage dealer. That way every player becomes responsible for their own survival.How about yes.
coutner point: I do far too many dungeons this expansion where I was healing, and regretting it, because the tank was war/pld, so I was just a green dps for the entier dungeon run.
It has been really noticeable now this week too, now that people aren't running around in min ilvl gear anymore, and it will become even worse once the new tome and savage gear drops.
The whole "healers must heal" doesn't work in this game, due to encounter design and never will. more engageing dps option is the most realistic solution for healer boredom.
That'd probably be the next step if they continue down this path... But DF will still need healers, because.
Issue isn't solved because acting as the party shield isn't always the role I want to take. I enjoy tanking, but sometimes I want to play that supportive role of keeping people alive from the back as a magic job, but instead I end up pressing Glare 150 times and scarcely have to heal unless I have a team that can't stay out of the orange circles.
I had fun when SCH had 4 DoTs and a spread ability for those DoTs. I don't have fun on SCH when I have only Broil to press for the next 30s. In what way is me playing PLD fixing the issue I have with SCH? I have more fun on PLD than SCH now, but it doesn't bring the playstyle I liked from SCH back.
I'll take "How to defeat your own argument for $500, Alex." It'll make decent players bad, because they'll fuck up healing focusing on DPS more often as they'll be forced to, bad will always be bad, but at least it's SALVAGEABLE. While healers that can pull it off, will do nothing but FFlog their numbers, and gatekeep for ego stroke. Knock it off with the "whataboutism" with the tanks, and address the actual issue. Everyone knows what this is about, healers who want to grandstand again. Lower tank and DPS self sustainability, sure, so healers have more to work on. That is it. Anything DPS related is simply a desire to grandstand numbers.This will be true regardless of whether there's 1 button for DPS or 20, designing jobs to force bad players to be good doesn't make them good, it only makes good players bored. Why is it that healers can't have anything beyond a nuke and DoT while the tanks get a full damage rotation with their mitigation? I've met a lot of tanks (especially GNB and DRK) that will not mitigate because it would interrupt their burst (Continuation is soooo much more important than Nebula you guys!), but we don't deign to remove those buttons because we rightly know that tanks wouldn't stand for that. So why is it that healers are told to suffer with a bland kit for the sake of bad players?
The same damage that a healer heals is the same damage that a tank mitigates. They're both responsible for the party, yet one can actually have fun when its primary responsibility doesn't need attention while the other is told to press Glare another 150 times that run.
You have Red Mage (Oh look you main class). If you want DPS with a side of healing, there you go. Healers are HEALING WITH A SIDE OF DPS. If you want more DPS, play a fucking DPS class.
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