Healers failing to heal in a game that actively pushes them to NOT heal by having tanks be effectively immortal in "tutorial" content? Shock horror!
Literally the crux of the problem with XIV design and how it drove its community into this mindset. Nobody trusts each other, nobody accepts mistakes, nobody wants to depend on other players in an online co-op game, because the game doesn't push people to do so. There is no "we're in this together" mentality. People don't talk about sharing burdens, people would rather talk about carrying each other asses. It's pretty telling.
And let's be honest a big reason why healers are also not healing is because of dps checks and fflogs performance, which does matter in how a any raider looks to the community unfortunately.
imagine you get a great healer but then you play warrior sorry they will turn off the brain they are legit not needed alot of paladin also fit in that. it's a MMO and a MMO have 3 main job call a Trinity tanks that take aggro and have some protection skills. healer that keep everyone alive and should have buffs(that we don't really) and dps that murder thing in a way or a other buffing dps and even debuff. like buff and debuff all job should have some but some should be around the main role they play and not dips in other people role
Early into adds, DRK should not be on Yans to begin with. You'll get a lot farther progging M6 by letting DRK take the bulk of the adds and putting the WAR on yans.
MT takes a lot less damage, with a lot more breaks than the Yan tank. DRK does really well into bursts of damage with breaks between. I feel like part of the reason PF failed M6 so hard because they dont know the strengths and Weaknesses of Each tank and didn't play to it.
Once your group gets geared you can go back, and a geared WAR can drop Bloodwhetting for NF there and kinda just trivialize the whole thing.
But yeah I agree with everyone else here, at some point it becomes your healers fault and not a job design issue. Every healer I've met who does this phase successfully bites the bullet and GCD heals through the hardest bit. This isn't a design flaw, keep in mind the parse-obsession of this game is a community forced thing, the devs do not, and should not design fights with the intent of Healers having 100% dps uptime, or tanks being immortal gods who can solo everything.
Hard disagree. Anyone who works hard all day wants to come home and have a relaxing dungeon experience when they do their roulettes. Tanks being able to solo bosses when things go wrong keeps that in the realm of reality. This post hard caters to the players that live on this game 24/7/365 and pay for their sub through streaming it 24/7/365. You already got ultimate raids, but clearly that isn't enough for you.
There is a gulf of difference between “I want to relax after work” and “I want someone else to do my job for me”
If your idea of “relaxing” is putting in no effort at all then maybe AFK in limsa as your rest activity
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
True, and that's just another net result of healers ever being DPS-centric in their design to begin with (or tanks, for that matter).
Healers are not DPS centric is this game and thats the problem.
Their gameplay is all about spamming the same 2-3 skills because they don't really fit the actual encounter design.
The healers have kits making them almost pure healers with a non engaging DPS gameplay while the game is all about doing damage.
As a sage i have 32 skills in my bars but when you look at an encouter details.
More than 65% of the damage comes from dosis, it's done by spamming ONE SINGLE BUTTON for more than 50% of the duration of a fight.
Last edited by Qyoon; 05-15-2025 at 08:18 PM.
Their gameplay quite is. You're right in that I used the wrong word, they're not DPS-centric in their design (while tanks are), but in gameplay they spend 70%+ on DPSing.
This is my healing done as Paladin during a Zelenia Fight.
Most of it vanished in overheal.
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