A Blunt Conversation About Healing in FFXIV



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21 thoughts on “A Blunt Conversation About Healing in FFXIV”

  1. Frankly, healer will never be a good, well designed role as long as two things are true: 1. Tanks are capable of keeping themselves fully alive with little to no healer assistance even through most the hardest pulls in normal content and 2. Healers are constructed to do as little healing as possible so they can focus on doing their terrible dps gameplay.

    Monsters need to deal more damage to tanks, tanks need less mit and WAY less self healing, and healer kits should be entirely built around actually healing people, with dps being something you can do only when your party is doing extremely well.

    Why even call it healer otherwise?

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  2. i think i really agree with 99.99% of the video whole heartedly, I only dip my toes into healing with unreal and TEA, and TEA is amazing as a healer (sage). I still have sticky notes on my wall for my healer rotations, though I'm a little afraid to go back because my muscle memory is rusty, yet if I get off my groove it feels terrible for me. But anyways, as someone who only started during ShB and wasn't able to experience StB and below Astro, I feel like the card changes in DT were a net good? I know the oGCD heal bloat is bad, yes, but I feel like it's a net positive to use them as utility tools and not just damage bonuses you assign without thinking too terribly much beyond "damn why the hell did i pull two ranged cards again". That being said, I do think overall as part of the healer toolkit issues they could be reworked and arent perfect, but I do think them as utility tools feels more, creative than just damage go brrr

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  3. Disagree with moving single target dmg from the tanks to other members. At that point whats the point of our personal mits? To use 3 times a fight on tank busters? If we aren't taking the majority then we just become reprisal/aoe/occasional 25 sec cd to a party member bots. Sounds boring tbh.

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  4. I do agree that Healing no longer feels very interesting or rewarding due to lack of decisions to make, and that the only time it feels "great" is when things go down south.
    Ontop of the fact that quite a few jobs can now basically do the Healer's job on lower to mid difficulty content fairly easily (Dungeons, Trials and Normal Raids) makes it so annoying and boring to play said content as one for these days, at least to me.

    I will forever say that Stormblood was the best overal expansion for gameplay, it may not have done certain parts better then other expansions, but a lot of was good enough to make a great experience overal.
    We need some complexity and flexibility in jobs to allow decision making as things happen dynamically within fights.
    Stormblood gave me that with the riskier MP costs on spells, having to plan ahead and adjust on the fly if things go wrong beyond just "Raise dead person, top off and continue like nothing happened", solo healing even normal content used to be quite praise worthy back then and I miss it.

    Anyways, I hope things improve as well in Job or Fight Design, but mostly Job design.. If the Job isn't enjoyable then the fight's enjoyment will be much reduced too.
    Also RIP OG Scholar, you were my first and only love as a healer in FF14(AST was okay too)

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  5. I think the main thing for me that would really help a ton is just reduce significantly the infinite ogcd heals we have. You can make some of them cost mp, or be turned into gcd, or just remove, or, i guess, make them mesh more with the rest of the kit.
    Actually having to cast heals and having the risk of running low on mp/heals in normal content wouldnbe nice. That coupled with the overall better damaging design, with more frequent and stronger damage on the fights, would already make a ton of difference i think, without needing to touch on the previous content.❤

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  6. I am a main healer, and I do agree with you. Healing is boring when everything goes right and our dps is mega boring they need to add a balance, making us to dps more (with more skills) and to make us use our healing. But let's be honest, SE will not change that, so my suggestion to "solve " this issue is diversification. I am a main healer but but ex farms, I run them as dps, unreal as healers, and changes jobs. Each patch, so I will not get bored of healing and keep the love for healing. 14 has the beauty of job changing is not a solution of the healing issue but at least I dont get bored and if if want to do dps in a fight especially if I have to run it 99 times for the mount I would rather go as dps and maybe heal a couple of those runs. Greetings, all my fellow main healers.

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  7. 17:40 I 10000% disagree. I don't want Healer to even have the luxury of thinking about using their DPS buttons. Design battles with things only healer can take care of. Throw out ticking poison time bombs that need cleansing, pump out poison gas that needs HoT, have random traps hit random people, which need the healers active attention to heal or else the team mate dies to a nasty fast bleeding debuff. ACTIVELY make Healer be healer. It's an absolute fucking JOKE that a Healer has to DPS. The same goes for Tanks. When was the last time you used your Kick to stun or silence ability in savage? That's right. E8S add phase. What's up with that? Have off tanks not just be the guy that sometimes stacks for a shared tank buster or swap for a defense down debuff. Have them actively have an off tank role where they have to do something. In E5S the off tank could kite an add around, a tank would have to go into position and use a shield active ability to protect the team. Stuff like that. I absolutely have the idea of Green DPS and Blue DPS. Even DPS themselves have little flexibility. Again, my fav fight, e8s. You had to plan who goes to what side to silence or stun. But what about having to use Sleep to stop an impossible to kill add from reaching a certain target or else the team wipes? How about Adds that can only be hit by ranged players as they are too high up or are not reachable by foot as the tiles are missing? Make fights interesting. Have melee player be protecting the ranged while they take out the targets the melee can not get to.
    There are SOOOOOOOO many interesting things that could be done. Do not for a second tell me that FINAL FANTASY does not have enough FANTASY in them to come up with fights that arent just mindless dance moves with a giant Raid Boss that has the hitbox with the size of the arena and a wallboss on top of that to not have snowflae melee complain about positionals.
    This current fight design is a fucking joke. It caters so much to the weakest player that it removes any need to get better. If you foster a player base like that, you wont ever see anything harder than an Unreal encounter. It's a pathetic state that needs change.
    I agree with most points in this video but the part of healer having to dps could not be further away from what I could agree with. Aaaaaabsolutely NOT.

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  8. I hear what your saying in general, I do. It makes sense from your point of view I agree with everything you said, but your also by your own admission a top-tier hardcore week 1 clear team healer. Your point of view dodesn't reflex 99% of this playerbase who DO struggle to heal and sweat and get excited just doing an extreme in PF. Frankly, your the type of player whose so good at this game because you put in the time and effort that its too easy for you now, and the game can't cater to your skill level without hurting far more people who will never be willing/able to reach you. my epxerience has not shown new players and new healers getting bored because its too easy, i've seen them struggling to keep up and clearing savage contnet 8-10-14 weeks after it releases, whereas my team did it in 4. The skill gap is so wide in this game between its top players and its botom players that people look at me like i'm amazing, and i've never even done an ultimate, because I AM amazing to them, and I look at people like you like your on a level I can't process. I think..when your as good as you are, they will never be able to give you the challenge you want anymore, because they would have to hurt far too many people who will never match you. Yes i'm long winded but you did ask for opinions 😀

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  9. This video is all over the place in terms of addressing issues and presenting desires. There are a few things that need to be more seriously addressed in terms of making healing more difficult. The TLDR is that you personally are highly skilled at healing, so it won't present much of a challenge to you but it does still present a challenge to you personally. The only way you will be challenged personally is by playing with bad players so that you have to account for mistakes.

    #1. Healing is already difficult for a lot of mediocre players

    When DPS fails, the fight takes longer and maybe you hit enrage in high difficulty. When the healers fail, you hit a brick wall in the middle of the fight, even in normal content. This can lead to healer anxiety and less people playing healer because they don't want to very visibly fail the party like that. It also leads to a situation where a lot less players are good enough at healing to beat the fights. If this extends into normal mode, it will cause massive problems throughout the community. I can't imagine FFXIV wholesome and inclusive vibes holding up if healing becomes a major pain point. I would imagine bad healers would be openly flamed and dismissed from duties. I got into high difficulty healing with Dawntrail EX trials. There are significantly difficult heal checks for players who are used to normal mode healing. I also progged a lot of savage on healer. The fights are pretty challenging but get a easier when you have a complete heal and mitt plan (more on that later). I cleared M4S but not on healer since some of the mechanics starting at EE2 were getting too difficult for me to heal. I have also been in plenty of parties where I or others get dropped to raid wide damage because the healer was inadequate. It is a very frustrating experience since bad healers make a fight impossible to prog.

    #2. Healing is already an unpopular role

    There are a ton of healing buttons to the point where it can be daunting to learn. Queue times in normal content and the PF list shows that there is usually a deficit of healers at any given point in time. Making healing more difficult will only make this problem worse. Not to mention healer anxiety if failure becomes a real and common possibility.

    #3. Fight consistency is not likely to change, and for good reason

    This is a point where you don't really go into detail about what a less consistent fight design might look like. You need to really dig into it to realize why it's probably not going to happen. Basically the less consistent they make the fights, the higher the consistency demand on the player. Lets say an inconsistent fight mechanic is that two random players will be hit for heavy damage right before a raid wide. That would force healers to react, which is the fun part. The problem is it would just be simulating a mistake, almost as if two random players failed a previous mechanic and were either rezed or didn't outright die from damage. The problem is if multiple players actually were damaged going into the mechanic, now it becomes a lot more difficult since you have to heal up even more players or start triaging which ones will die. Not to mention if the already damaged players randomly get hit with the extra damage. Also not to mention if random damage happens back to back and happens to target the same player.

    In short, it can start making fights feel unfair and makes player inconsistency a much bigger problem.

    #4. Consistent fights with good, consistent players are trivialized with a heal plan

    If people don't make mistakes while also using mitts and heals in the same places every fight, you don't ever need to deviate from that plan. This is a big reason behind why you find healing boring and it isn't likely to change due to #3. If a healing tool can solve a mechanic, it will always be able to solve a mechanic. If you have a total plan for when to use each tool in a fight, you can use each tool at their designated times and never need to worry about cooldowns, since all the cooldowns have been planned out in advance. The only reason you would ever need to change plans is if someone makes a mistake. Valigarmanda comes close to breaking this rule, but you can simply have two heal plans, one for each order of phases.

    #5. Raising the skill ceiling without affecting the skill floor is easier said than done

    I cannot stress enough how incredibly difficult this is to do in practice. My comment is already way too long and this subject is way too complicated so I'm not going to go into much detail. The short of it is that this is basically a game designer's dream and if it was easy, they would do it all the time. It is also worth mentioning that raising the skill ceiling is utterly meaningless if there isn't content that requires the increased skill. For DPS players, you could always barse to show skill above the requirement, but that doesn't really make sense for the healer role.

    In conclusion the state of healer is an impasse. High skill players find it lacking. It's difficult or nearly impossible to increase the skill ceiling without also negatively impacting mid and low skill players along with the player base overall. Fixing the issue will take an incredible amount of design skill.

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  10. To be fair healing is a support role so you shouldn’t expect it to stand on its own and be fun/ complex. There is no perfect way to have all things that everyone wants while also keeping the job simple enough for higher level content and mechanics.

    Also I understand why you bring up all the skills removed over the years but it just gets kind of old when veteran players bring up and just yap about the old days and how much more interesting it was. You make your own fun in this game so if you don’t like healing anymore you could try another role since that’s always another option.

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  11. I have been a white mage main since I started to play in 2.1. My first raid was coil, while I stopped raiding about 5 years ago, I still like to do runs with friends and love the challenge, especially on white mage, because like you said, raiding and using my full kit and saving everyone's mistakes is fun and rewarding. But I realized something. I switched to a new main with Dawntrail, and started being a dancer main. And I love it too. And I'd much rather do dungeons and dailies as a dancer than as a white mage, especially since I don't raid anymore. So while I still love healing, (And I DO still love to heal dungeons, if say, I'm watching Netflix at the same time, because it's just that easy to play in dungeons) I guess I am enjoying dancer more these days. But I don't know if that's just because playing 1 class for 10 years has just burned me out, or if the class is the problem. Either way. I don't care that much. I take lots of breaks now, I don't raid, I'm just playing whatever is fun, so I just ignore the more toxic of conversations about things, cause it just doesn't matter to me.

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  12. I actually like this subject being talked about. I come from the old days especially ff11. It was more time based and “slow” but the creative ways to play outside of meta made those late engagements interesting. Two warriors could be different depending what they wanted to focus on and you could even make a macro to switch armors and weapons to better suit the situation.

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