HEALER STRIKE?! | Zepla reacts to the FFXIV Dawntrail Drama



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39 thoughts on “HEALER STRIKE?! | Zepla reacts to the FFXIV Dawntrail Drama”

  1. FF XIV has been formulaic and samey for a decade already, and people want a complete shift in direction on this expansion?
    I stopped playing because of that, on the start of Endwalker. Literally because I'm tired of the same gameplay loop, and rotations, etc.
    I really don't understand these players that are not happy, and still play the game. Just stop playing, it's that simple.
    If you want something different, go play something different, instead of asking the devs to change the decade long issue for you.
    This won't change.

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  2. Bad tanks get compensated for by healers,
    Bad DPS get carried by the group,
    Bad healers (if BU3 makes the role more needed) will get kicked.

    Are you sure that this is what you want?

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  3. the concept of this strike is interesting. If nobody needs healers in the dungeons, and no healers are queuing for roulletes… They're just going to do duty support.

    Not that I disagree, mind you. In the typical dungeon or even normal raid/trial run, healers typically don't even touch like 30% of their kit because its just not necessary. And I think that goes back around to the lack of a level of content between the roullete content, and extreme trials. I have been going back and doing endwalker exes and I've been playing Astro and Scholar on Rubicante, I have to actually think and plan in an extreme. I have to use skills I otherwise never use in dungeons. I think a lot of these healers would be satisfied more or less if they can get their foot into doing extreme, criterion, savage, etc. But I bet a lot of them will struggle to, because there is nothing really in the game that eases you into how to apply the tools the game gives you, that as Zepla said, you need to have mastered by the time you get to DSR. How are you going to master it if you are never put into a situation where you can learn how it works in the first place?

    Extra edit: I think Seraphism makes sense for scholar. Scholars have been able to summon a Seraph since Shadowbringers, and Seraphs are very much angels, not faries. Not like any of the other healers have angel imagery in their abilities other than scholar.

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  4. Certain dungeons like the tower of zot can have some nice more threatening pulls to them that even can kill a warrior. I would like more pulls like that for trash packs and bosses to have more unavoidable damage to heal.
    Healer being so easily removed in the majority of content is shit and why I dropped healing in Endwalker. Dawntrail being the same is not surprising but is maddening given we have had FOUR YEARS of this nonsense at this point.

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  5. Healers are just a joke for job designers. I love play healer but they are not required anymore. 1 botton to DPS and 30 to heal, WAIT but we dont need to heal… '-' ….. sĂł? PRESS 1 Botton FOREVER (THIS IS HOW TO PLAY HEALER).

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  6. Zepla needs to understand that while duty support is an option, it is hardly ideal. NPC healers are donuts, and you can't pull w2w with them with any job other WAR and you have to be the tank. It takes 3 to 4 times as long to complete duties using support.
    Also, duty finder roulettes forces a composition that requires a healer, and this is by far the content that has the most participation from players.
    One more thing. This is not excluded to dungeons. Trials, raids, alliance raids and party finder all fall into this hat.
    These healers are not stupid and have more power than you think. They are far more coordinated than people are giving them credit for. But I don't think their intentions are malicious. They've just reached a breaking point and have no other options other than to leave the game.

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  7. Play SGE. I haven't' seen if it was testable, but based on the Skill Image PDFs, it looks like they will be able to Double DoT for a 40 potency gain over Dosis Spam, even on single target and also a new dps Ability instead of just Spell.

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  8. I feel like the base level dungeons, no hard mode no other difficulties, are pretty easy, when you have a class as busted as Warrior, it just makes sense that this will happen.

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  9. As healer main since 2.0, I am so sick of healer in this game, and how SE dont spend time on redesigning. So, I quit 🙂 , dont even want to purchase Dawntrail at all. Additionally, when are they going to redesign piety?

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  10. Also as a healer main, i disagree that healers should be "needed" for dungeons. All other MMO's where healers are required have springboard health bars and its stressful to heal. If you blink for half a second, your tank can easily die. I don't like that. I can do it.. but i have to pay more attention than I want to in a dungeon, which is supposed to be easy content. I regularly play with Players who are… not the greatest in my FC because its just mostly buddies who hang out to have fun. when i solo queue I clear dungeons way faster than my FC but when i do FC roulettes clear times are slow and healers are needed for SURE. people who go to the forums are usually a better skill level so the viewpoints there are.. not representative.

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  11. I'd love to see dungeons get a scaling difficulty of some kind. Keep base as is, so everyone could clear, but if parties clear boss 1 quickly, scale up damage/difficulty in subsequent parts.

    Maybe even additional drops as a reward for higher difficulty clears. Stuff hit harder, healer have more to do. Maybe even tie clearing on that higher difficulty to achievements for repkayability

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  12. I think people forget that we're talking about a group of level 100's with high ilvl gear equivalent on a level 92 dungeon. I'd be more surprised if they DIDNT find it a cakewalk. That doesn't mean the content is somehow easy – it just means they're overgeared for it.

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  13. If your main complaint is that some people think they don't need you maybe don't give the rest of the people a reason to listen to those people by making ridiculous requirements or completely disappearing thus giving them a reason to actually do it without you because they will… If your main complaint is it's a boring job then say that be sure you accurately ID the problem and ask the right question/ make the right demands to fix what the problem actually is or you'll make it worse. My opinion would be to boost heal potency and add a couple DPS buttons so you can go longer between heals and would fill that time with DPS combos.

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  14. I think they need to bring back cleric stance except in a different fashion. When you switch to healer mode, you have the kit like it’s now but when you switch the stance, it change all your gcd heal and such to damage spells. Leaving o gcd heals for heals and keeping the party alive.

    This could allow them to add a proper rotation and such for content that requires less heals but then full healing kit for the higher content. They could also just limit to switch outside of duty. This would require the player to que up with configuration.

    They also need to bring back hard mode dungeons. They should be harder versions of the regular dungeon. Expert dungeon roulette should just be hard mode dungeons.

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  15. They dont need to change tanks/healers or even change the 3 boss structure of dungeons to fix this problem . The easiest solution is to just remove the wall after the first 2 packs. turn every dungeon into mt. gulg style pulls, then tanks and healers will actually need to use their tools on big pulls.

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  16. I don't know that this is a dungeons issue. Like especially the leveling dungeons. People often are learning those and there's plenty of healing to do in them. What I'm most worried about is the idea that they are going to make content harder. Like harder how? Savage and extreme content is really just learning to dance. If you know the dance you win, if you don't you die….a lot. There is not real place where the damage alone is going to kill people, unless they are standing in stuff. So what do they mean by "harder" even MORE instant death mechanics? Because I'm not for that. Thats not how to keep healers busy. Hard casting raise can fill your time, but its not fun. How do they increase the difficulty and give healers more to do without addressing the fundamental problem of most of the entire game, which is the difficulty comes from learning the fights dance and almost nothing else.

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  17. I can't remember the last time I played a dungeon and nobody ever got any vuln stacks for the entire thing. I get that at high level of play healers being pointless feels bad for the healers, but you can take refuge in knowing that you probably aren't going to be at that high level of play very often.

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  18. I want to add on to my previous comment. Healers are complaining they want more to their job which yes I get, but said healers get mad when they have to heal someone that gets hit by a mechanic. I feel like the game is made for new players to get into the role and play it, the end game content is when healing ramps up in savage and ultimates. You will not see every group going into ultimate or savages with 1 healer or no healers. The ones that do it are very experienced raiders that have the fight on farm and know what they are doing. As a healer main myself I feel I can't make a judge on dawn trail until after I play it and see what the end game fights will be like. I feel there is a reason they are giving DPS and tanks more sustain.

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  19. its either overpull dungeon trash to make it fun for the vets (for trash at least, bosses i barely heal) or make a healer thats newer to the game squirm and quit bc every group pulls like this

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  20. Restructuring healers to do more DPS rotations will have an adverse effect on PF Healers. Anyone saying otherwise is either A) largely playing in a static, B) does not have the wherewithal to understand the current landscape of healing in FF.

    More healing in FF is adversely seen as a chore by PF. This is proven by engagement numbers on raid tiers where more raid healing came into play (since P5). There was a HUGE dropoff on PF healers and it is noticeable by everyone.

    This is not a base that stopped playing healers because "the rotation is boring". That is the big misconception. These are players that left the job because "it became to hectic and they didn't want that measure of responsibility".

    Also this "strike" is a myth. There were barely any healers to begin with even at the launch of the last raid tier. Its just that now that there is a lull, no one is really getting on. Come launch it will fill right back up but I am not sure that many healers are returning anyway.

    The solve the PF issues, they have to do 1 or 2 specific things.

    1) Make a job-in-need, bonus to PF parties waiting for players of a specific role for more than 5-10mins or whatever system you use for Duty Finder, do the same. Grant additional raid mats exclusively for that "job in need" for completion of the duty.

    2) Alternatively, redesign all jobs from scratch and shift healer responsibility more onto individual jobs via personal shields, defensive buffs they have to upkeep in their rotation etc

    Anything beyond either of these will definitely hurt the Healer base who play the game as is. If YoshiP lets these DPS chad healers dominate the convo, you will absolutely force people out of the role because then you will have to balance raid encounters more heavily around DPS from a healer and you essentially add more expectations onto Healers to contribute in this way.

    An immediate recipe for disaster.

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  21. Ok, from now on, when I tank, I'll turn off tank stance and wall to wall. If we die, healer's fault. ITS A DUNGEON, just get the tomes and move on to the next roulette XD

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  22. Have any of these people done duty finder? You might have an occasional group that you aren't "needed". I assure you though there are several where healers carry a dungeon group. To not be needed you need either Warrior or Paladin, maybe to a lesser extent Gunbreaker might be able to carry. Then also these 4 people need to know how to use their defensive CD's and dodge mechanics, which is probably 10% of the player base.

    Edit: Hell even half the healers need a Red Mage to carry to raise them cause they die. Red Mage is just as big if not more of an issue replacing healers.

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  23. They need to remove tank stances generating so much threat and revert tanks back to how they used to be with a threat generating rotation. The excessive threat generation was implemented to alleviate "tanxiety" and give new players an incentive to play tank, but this system is no longer serving us.

    Second, they need to either buff enemy damage or nerf healing numbers to give more difficulty. I'm also in favor of them removing tank healing.

    Lastly, if you ask me, healers need an actual damage rotation; one or two buttons is not enough. Every job should be able to contribute actual damage in every form of content.

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  24. haven't mained healer since stormblood, and have subbed way less ever since aswell. I guess I was joining the strike a long time ago xD.
    I agree that the game needs something similar to m+, just something where you decide how difficult you want it to be, and can easily hop in and do a fast run as many times as you want. How that would look for FFXIV I got no clue, but just some kind of content that doesn't require a static but can still be more challenging than snoozing through dungeons AND can be repeated.

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