play the jobs you enjoy, dont play the ones you dont enjoy, if you are not happy with a lack of healers, be the healer. do not ask others to play a job for you and do not sneer at others who still enjoy the job.
play the jobs you enjoy, dont play the ones you dont enjoy, if you are not happy with a lack of healers, be the healer. do not ask others to play a job for you and do not sneer at others who still enjoy the job.
The ones who enjoy it? You mean the tiny as fuck amount of healers that are left? ROFLMAO! Also it is spelled Don't. I enjoy healing which is why I mostly play other games. I only play this poorly balanced game for my wife. Started as a healer, ended up going warrior. Don't make excuses for poor balancing.
The most fun I had in this game was when I got to heal. Pre-Stormblood MSQ. That died the more I got into Stormblood. Bad Balancing is bad.
Last edited by BunnyQueen; 09-09-2024 at 02:36 AM.
#FFXIVHEALERSTRIKE
While tank design is a large part of the problem, I don't agree that they need their HP increased or self mitigation reduced. It's the healing that needs to be removed from their job design. Their current mitigation alone wouldn't save them except in short fights. HP attrition would lead to their death after a couple of minutes. Currently they can survive near indefinitely without a healer because of the generous amount of self-healing they can do.
It's the self healing that needs to go. That at least would give healers more healing to do since SE seems to be too scared to increase party-wide damage.
Take the extra step to add in more party wide damage as well and healers would be that much happier. As you say it doesn't need to be a huge amount that would make healers feel pressured but there needs to be more for healers to heal than the current DPS mistakes and infrequent party wide tickles. Making the damage received from mechanics more impactful would also force DPS to take the mechanics more seriously instead of just standing in them because "healer's got me covered once I hit 4 vuln stacks".
I enjoy healing so I play healer.
That doesn't mean I don't feel there are some pretty obvious problems with how healers fit into the game's battle design and wish SE would address them.
I may not agree with most of what the OP has suggested as being the solution but I'm not going to make snarky assumptions about them like you did.
Honestly? I'd probably reduce healer dmg so that its not a factor in savage encounters while increasing the healing burden on healers but honestly in fights like m3s I still feel healers are struggling sometimes. The problem that often is the case is "what about when they are alone?" If you reduce healer damage then fights take far to long when doing things such as fate grinding. If you reduce tank healing then fights become a simple matter of attrition as they peel down their enemy with reduced damage and hope the enemy runs out of HP before them. Sometimes I feel like SE should just come out and say "These jobs are intended for group content - solo at your own risk" but I feel that will never fly.While tank design is a large part of the problem, I don't agree that they need their HP increased or self mitigation reduced. It's the healing that needs to be removed from their job design. Their current mitigation alone wouldn't save them except in short fights. HP attrition would lead to their death after a couple of minutes. Currently they can survive near indefinitely without a healer because of the generous amount of self-healing they can do.
It's the self healing that needs to go. That at least would give healers more healing to do since SE seems to be too scared to increase party-wide damage.
Take the extra step to add in more party wide damage as well and healers would be that much happier. As you say it doesn't need to be a huge amount that would make healers feel pressured but there needs to be more for healers to heal than the current DPS mistakes and infrequent party wide tickles. Making the damage received from mechanics more impactful would also force DPS to take the mechanics more seriously instead of just standing in them because "healer's got me covered once I hit 4 vuln stacks".
I enjoy healing so I play healer.
That doesn't mean I don't feel there are some pretty obvious problems with how healers fit into the game's battle design and wish SE would address them.
I may not agree with most of what the OP has suggested as being the solution but I'm not going to make snarky assumptions about them like you did.
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