More engaging rotations for healer would be welcome.



More engaging rotations for healer would be welcome.



I don’t think giving more dps to healers is the solution as we’d just end up with more selfish healers looking at their numbers and/or maintaining their rotation rather than doing their job.
I’d rather healers be kept on their toes with more unavoidable damage requiring healing/cleansing and by cutting on tank self and group healing. Debuffs requiring healing actions should also occur more regularly than just in occasional duties.
Atm many healers already don’t even bother looking at debuffs and what they do and they’d rather have teammates with long 25s cleansable heavy/slow debuffs (probably a net dps loss for the group) or let people slowly die.
I just levelled up my RDM and have been having fun with it this past week yet I don’t count the times I have been rezzing group members after watching them slowly die an avoidable death from dots while clearing the normal mode raids for retainer gear and free gear for secondary jobs. Everyone will probably remember Dead Ends in EW where many healers wouldn’t cleanse necrotize because the reflex of looking at debuffs simply wasn’t there.
Also, another issue occurs when healing with a decent group: there’s practically nothing to do except periodically topping group health when there is an aoe with unavoidable damage. I almost prefer bad groups in normal content when I am healing because it gives me something to do. When I sign up as healer, I want to heal.
Last edited by Toutatis; 09-12-2024 at 04:51 AM.
Agreed. This is what happens when you have devs that don't care about the game making combat.I don’t think giving more dps to healers is the solution as we’d just end up with more selfish healers looking at their numbers and/or maintaining their rotation rather than doing their job.
I’d rather healers be kept on their toes with more unavoidable damage requiring healing/cleansing and by cutting on tank self and group healing. Debuffs requiring healing actions should also occur more regularly than just in occasional duties.
Atm many healers already don’t even bother looking at debuffs and what they do and they’d rather have teammates with long 25s cleansable heavy/slow debuffs (probably a loss for the group) or let people slowly die.
I just levelled up my RDM and have been having fun with it this past week yet I don’t count the times I have been rezzing group members after watching them slowly die an avoidable death from dots while clearing the normal mode raids for retainer gear and free gear for secondary jobs. Everyone will probably remember Dead Ends in EW where many healers wouldn’t cleanse necrotize because the reflex of looking at debuffs simply wasn’t there.
Also, another issue occurs when healing with a decent group: there’s practically nothing to do except periodically topping group health when there is an aoe with unavoidable damage. I almost prefer bad groups in normal content when I am healing because it gives me something to do. When I sign up as healer, I want to heal.
Last edited by BunnyQueen; 09-12-2024 at 04:52 AM.
#FFXIVHEALERSTRIKE



This game's history shows that the kind of players that chad the other are present no matter if we have 1 or 10 dpsing tools. It's about time we focus on a having a proper gameplay first and think about how a player can misuse it only after having a satisfactory loop.I don’t think giving more dps to healers is the solution as we’d just end up with more selfish healers looking at their numbers and/or maintaining their rotation rather than doing their job. It would only work in statics when the group works together...
When I sign up as healer, I want to heal.
Healing more isn't the solution and will never be due to the nature of the game. A "healer's should heal solution" must face problems such as:
-Gear stat increase: better gear=less damage taken and healing done per cast=less healing needed, which in turns mean that the better geared a player is the less they get to enjoy the gameplay. We are punishing players for gearing properly with a "healers should heal solution"
-Game is scripted: Even the most randomized fight can be boiled down to a script in this game, a scripted that can be easily optimized leaving the players with plenty of time to dps. Not only that but the better a player is, the less they spend on healing. A "healers should heal solution" punishes job mastery instead of reward it.
-Content with different difficulty: Even if you increase the healing on all difficulties normal can't be too hard or people wont clear but also means that people who can clear savage and ultimate (and even extremes) will be left with plenty of downtime to dps regardless. Once again we punish job mastery with boring gameplay
-That solution is bound to the content: A change like that is applied to the content instead of exclusively to the job kits (like a dps change would be), this means that you would have to retroactively add that change to all of the content of the game which is a massive waste of dev resources.
I can point more problems like how that would fare in overworld or msq where the damage needs to be low enough so that dps can clear or how the healing kit is also oversimplified and homogenized in its GCD which also makes extensive healing boring and generic.
The point is, you can rework healing but to fix the healers you need to fix what the healers do when there is nothing to heal, because that kit is the only thing you know players will interact with regardless of the content they are doing



*appears from behind a wall*
They could give healers more to do without compromising the ‘healer/support’ identity by giving them more interesting and involved (and gcd) ways to support the party including indirect damage contributions. *
*is pulled back behind the wall by an angry fairy, who left a note behind*
*(Note: this does not preclude addition of direct methods of dealing damage obviously)
Even though it's something minimal and doesn't change the one main dps button, I think it would be neat to see them do something like the change they made to Paladin's atonement by having the animation and ability be different, along with potencies increasing later in the chain
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