OP's sounds like :
"I'm bad at this game and when people try to help me I feel offended!! I demand SE to remove this mildly annoyance!!"
xD
OP's sounds like :
"I'm bad at this game and when people try to help me I feel offended!! I demand SE to remove this mildly annoyance!!"
xD
You are going in multiple different threads being rude and calling people "bad" in personal attacks. Maybe you should hold off on typing insults because you disagree with the poster?
Last edited by Kelg; 01-01-2026 at 11:16 AM.
Ironically, he only outs himself as being a bad player for a different reason because you can tell he only trolls/PKs others with Rescue based on his attitude.
Healers don't trust us to be competent, I don't trust them to not be malicious. Fair is fair I suppose.
Fair point.
Because the way someone acts in one aspect of their life must be the way they act in all aspects, right? RIGHT!?
Anyway, I highly disagree with removing Rescue, as well as any idea that suggests removing thinking, fast decision making and teamwork of any game.
Usually I'm not the one using Rescue, I'm the one receiving it since I usually play as melee dps and tanking.
I've been playing this game for about 9 years and I have never ever seen it being used in a stranger with ill intention (making someone take a hit purposefully). In friends, yes, but in a complete stranger in a random roulette dungeon? Never.
Maybe what SE could do is adding a feature where one can choose accepting or rejecting all Rescues.



I have seen before were healer falls over the edge and before they go over, they use rescue on the tank so they both fall off the edge. They really need to remove it or add option to reject it. Have seen it used with ill intention a lot of times.



Or people can stop whining. They will not go out of their way to add some option to "opt out". Edit: They will not go out of their way to add an ability to a role and then let people just make the skill pointless.
Making rage threads every year isn't going to change that.
Last edited by Mesarthim; 01-01-2026 at 04:24 PM.



While I personally don't care either way for Rescue being in the game vs not (there's times it comes in useful, and far more times where it isn't responsive enough/no reason to use it/etc)...
There's been many times where 'we don't have space on the hotbars' has been cited as a reason that Healers shouldn't get more damage actions to bring some variety back to our moment-to-moment gameplay, between the damage instances that tend to be at least 10 GCDs apart on average.
So, if we were given new damage actions that provide every Healer a different 'rotation' (and thus reinforce Job Identity, eg WHM is bursty, SCH is DOT heavy, SGE is fastpaced, AST focuses more on buffing allies and contributing via RDPS), and Rescue is the price we pay to have such an update, I'd happily say 'Goodbye Rescue, never knew ya'. However, if it's a case of 'remove Rescue, and replace it with nothing', we've already lost a lot of things and had them replaced with nothing already, so I would be against that, because we can already simulate that (having Rescue removed from our kit, and replaced with nothing) by simply not putting it on our bars
On which note, another button that we can probably remove (and update to replace the functionality of) is Lucid Dreaming. It adds nothing to our gameplay to press the '3850 MP' button once per minute, and just punishes certain death timings harder than others. Instead, I'd rather see it gone to make room for, you guessed it, more interesting damage actions, and the MP economy it provides redistributed, either by increasing passive MP regeneration, increasing Piety's effect-per-statpoint, adding more interactions within the Job's kit wherein MP restoration effects trigger (eg akin to how Assize grants MP, SGE Addersgall spending grants MP, etc), reduction of certain MP costs, or some combination of all of the above
#FFXIVHEALERSTRIKE
Healers feel like they've fallen behind the times, designed for a game that no longer exists. I believe SE can update Healer designs to better fit the modern raiding environment they're now creating, offering optimizations for players to master, while still remaining accessible to new players to the role, all while enhancing Job Identity of each Healer by creating a unique gameplay loop for each individual Job in the role. A 'Role Reborn', if you will. https://forum.square-enix.com/ffxiv/threads/504892 is my attempt to prove this belief is not only 'possible', but a very achievable goal for SE
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