‘But we can’t make healing fun or enjoyable or the min-Ilvl healers with one arm won’t be able to handle normal content!!!’
- Yoshi P, probably
‘But we can’t make healing fun or enjoyable or the min-Ilvl healers with one arm won’t be able to handle normal content!!!’
- Yoshi P, probably
Personally, I don't think reducing the tanks healing is solution at all... They've always seemed to have the mentality that Healers aren't just healing 100% of the time of the fight, that downtime for healers exists. But they adamantly refuse to fill this downtime with anything at all, because it might scare the beginners away if they have to actually play the game.That's not to say that reducing healing on tanks (WAR being the most egregious) is not part of the answer, it most certainly is, I just don't think it alone is the answer. It has to come in conjunction with adjustments to content balance and design that better includes all roles.
Which has lead to healers being in their current state for the past several years.
There's a significant difference between 'healing and doing dps in your downtime' and 'dpsing and then healing in your downtime'. Good healer design is the former, what we have is the latter, I may only have two or three years experience here but when I levelled WHM through ARR and HW doing dps was my reward for being good at my job and having a good tank, as of ShB/EW healing is my reward for people doing stupid things. The system is broken.
Last edited by Alice_Rivers; 08-03-2024 at 01:17 AM. Reason: Clarity.
What I feel like they're trying to go for, and completely failing at, is a system where as a Healer you'd be a DPS until boss mechanics start happening and you need to start healing.There's a significant difference between 'healing and doing dps in your downtime' and 'dpsing and then healing in your downtime'. Good healer design is the former, what we have is the latter, I may only have two or three years experience here but when I levelled WHM through ARR and HW doing dps was my reward for being good at my job and having a good tank, as of ShB/EW healing is my reward for people doing stupid things. The system is broken.
But they forgot to make boss mechanics that particularly require healing, and they forgot to add the DPS part to healers.
But that's the thing; if I want to play dps, I'll play a dps class, I won't play a healer.
I would more point to the many single player FF games of the past and what they've done with their Healer jobs and characters where applicable... Where when you don't need to cast Cure, or other healing spells, they're still either slightly less effective melee fighters, or mages... Or in the games with changeable jobs, you can attach whatever you want onto their side so they can still do things when not healing.
The healer part should be the center, you have a healer because you expect to need heals. But it's that you very much don't always need to heal every second of every fight, and because of that they should have something else going on for those times.
I do think making warrior more warrior feel would help tho like yes it's a tank but it work with rage and willpower so there is I think a solution that can be done to make warrior stronger DPS wise while keeping all healing but taking more damage I need to explain more in detail about on that eventually in the tank tabI still say that normal content balance and extreme+ balance should not be mutually exclusive. If the content and jobs were designed/balanced properly things would just scale happily from balanced dungeons to balanced ultimate and everyone would be happy. The instanced nature of all duties and level/ilvl caps facilitate this, there is nothing physically stopping them pushing a patch on Tuesday that reduces the ilvl cap for all SB and later content by 5, maybe 10, it wouldn't be huge but it would pull stats more in line with the initial experience.
That's not to say that reducing healing on tanks (WAR being the most egregious) is not part of the answer, it most certainly is, I just don't think it alone is the answer. It has to come in conjunction with adjustments to content balance and design that better includes all roles.
They won't make healing more heavily weighted in time spent healing and casting heals for the same reason they've started making tanks impossible to kill, notably in dungeon/casual content, because this community constantly says "it feels bad dying because the healer didn't heal me" or "it feels bad dying because the tank didn't use mitigation". Which tends to boil down to "it feels bad dying because of others".
Don't worry soon Healer will be a primary dps job they're going to have to do something like that or make it a secondary tank job its the only way moving forward.
Only thing I can really think about is seeing if we can get the developers to flip the ideas than and give healers off tanking powers as well. They decided that tanks should be healers to leave healers as one button dpsers with 25% damage of a real dps. If they are in the mood to merge roles than might as well go full on with the concept.
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