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I think the issue is mainly the type of content that people are running. I would love for square to have more dungeons like the vault was on release, the burn on release, or for them to bring more savage mechanics into dungeons or the alliance raid. ironically enough, most "hard" dungeons we got have usually been nerfed for being to hard.
The thing is at the end of the day is that healers are absolutely needed but it depends on the content. They are needed in savage nad ultimate where the vast majority of parties are clearing with healers. It's not the norm for people to clear savage and ultimate without healers. Casual content isn't meant to be hard and I'm more for harder casual content; however, these same players will likely complain its to hard.
It's not working. Dungeons queue just as fast. And I was queuing as dps
If this does work then it would likely lead to many more boycotts (starting with old smn mains wanting a fun rotation)
the real question is, can an extreme dungeon be cleared without healers AND redmages?
0 experience in savage or extreme difficulty, 5000 posts on community forums.
Sounds like average person trying to steer XIVs combat design.
Cleric stance and done lol
I’m on the crystal server and asked my FC if they noticed the strike in the world server we’re on. They basically said it’s non existent as far as they can tell and think the strike is silly. Anybody know which servers most of the striking healers are on? I’m curious if it’s specific kinds of players or specific server communities striking.
In general, and most dungeons:
If a healer dies, no wipe.
If a dps dies, no wipe.
You know where this is going.
If a tank dies, wipe.
Party healing in particular should have never been given to tanks. Tanks taking charge of healing aswell so efficiently is a ridiculous power fantasy.
Literally the only case I can see myself becoming a scab. I refuse to accept that casual, new, and lower skilled players should struggle to find healers because a minority of the playerbase for this 10 year old game have gotten good enough at it to clear content in unintended ways. Make optional content as hard as possible, keep story content as accessible as possible.
Them not redesigning jobs until 8.0 is just so incredibly disappointing tbh. They’ve heard homogenized jobs as a complaint since EW, and the answer they gave to that is “Please wait 2.5 more years” yeeeeesh..
The dungeon that was cleared was a msq dungeon which everyone needs to be able clear. Plus the person who cleared it like that was a savage raider. Yoshi said that this expansion they were working on content difficulty but it would not make since to do that with a msq dungeons. I'm pretty sure he also said they were going to make expert dungeons harder. I think it is too soon to be doing a strike based off an msq dungeon. Job changes Yoshi said they were going to do in 8.0 because they didn't want to change the difficulty in the content and the jobs at the same time. That being said I sympathize with the healers not being fun they do need to look into it.
The healer strike is def drawing attention to this; with so many pages on the forums im sure the devs have seen it already. HOWEVER. This is happening right after the devs said they'd stop listening to so much feedback and instead do their own thing, so i dont think their strike is gonna make a significant change anytime soon 😂
What's funny to me is that while all the healers are complaining about their 1-button DPS rotation, so many players are begging for an option to make all combos just 1 button for DPS like in PvP. I know it's not the same thing, but it just feels like a categorical "The game is never X- enough for Y players" type of divide that we're caught in the middle of.
On a serious note, one easy way to necessitate healers in content is to bring Esuna back into relevance. Tanks can't Esuna. Bards get like one every 30 seconds or w/e. Sure it's not the "super interesting dps rotation" that some healers want, but it creates specific situations that parties without healers can't overcome, or at least will have a much harder time overcoming. Some attacks in Endwalker dungeons gave Esuna-able Doom stacks when you got hit by them. Why not make that a straight mechanic? Because no dungeon has in the past? Well if you lock yourself out of future mechanics just because players haven't been trained on them then that's a forever problem.
I'm like 100% sure if they make dungeons harder these same people will be dying 2 seconds into a fight, because it's this same type of player that complained hard enough to force Square to make dungeons as piss easy and braindead as they are now lmao
Yes healers are redundant in easy content. And the only reason no healer TOP happened is because the lapses in party damage just allow it, and all 8 players are fucking cracked out of their mind and actually planned the entire timeline out.
Does that also mean when they make dungeons harder, and healers more involved, that these same players will also improve with the changes to keep up? Probably not. It's not gonna get fixed in any meaningful way that they want, because they probably don't know what they want for healers aside from more party damage or more dps buttons to press
I agree that the healer jobs could use some changes to make them more interesting, but the answer is not making everything harder and just expecting people to do better by higher level. That is bullshit gatekeeping and extremely selfish. As long as the msq has dungeons that are required to finish the story, they cannot be so hard that frankly bad players can't complete them. Because bad players are still players. Either they know their limits and are just playing for the story and are not in your precious ultimate prog, or they are that stupid and you kick them out. But you can't gatekeep the msq. You just can't, no matter how bad people who want to finish it are.
I thought zepla was a genshin content creator now? What happened?
I don't get it I'm still healing plenty
Doubt anyone really cares.
I think that wether or not the strike will "succeed" depends mostly on what you consider the goal to be. Is it for no roulettes to pop because all the healer refuse? That's not gonna happen, though they'll say they made a dent because dps roulette times will be foul with 2 new dps jobs. But if the goal is to call attention so that sometime within the patch cycle healers get some love maybe it happens, I'd say at least 70% that healers get some rework type attention.
There's no healer strike really, just a loud minority as always.
Story dungeons should stay easy, but optional dungeons should be a step up in difficulty and offer better gear, maybe dropping blue instead of green. I would also like to see a slight increase in normal raid difficulty, with raid gear being better than comparable tomestone gear.
Currently, the biggest problem of tank self-sustain is with Warrior. Bloodwhetting/Raw Intuition is way too overpowered due to the fact it can heal with every enemy hit while under its effect, and each enemy heals for 400 potency, and that is a lot, not to mention it can be used every 25 seconds. Then there's Equilibrium, which is a 1200 potency self-heal every 60 seconds. Again, a lot. These should be significantly reduced. And in Dawntrail Warrior receives a regen to its 120 second mitigation. More self-healing, even though it already has too much.
Paladin's self-sustains are quite strong, but still inferior compared to Warrior. Clemency is a 1000 potency healing spell, which heals Paladin even if used on a party member. But I don't see Clemency as a problem, since in an optimal gameplay a Paladin never has to use it. I'm a Paladin main myself, and I use Clemency only if a healer dies and ress is not available. Holy Sheltron gives a 15 second regen, which I think is strong but not too much. Then there's heals from the blades every 60 seconds and occasional Holy Spirit, from level 86 onwards. In Dawntrail Paladin receives a 1000 potency shield to its 120 second mitigation. I admit, I'm worried this may be too strong, but I'll just have to see it first.
Dark Knight and Gunbreaker can't even compete with Warrior and Paladin with self-sustain. Dark Knight has only Souleater and Abyssal drain, and shield from The Blackest Night. I don't count Living Dead here. Gunbreaker has only Aurora and one time-heal from Heart of Corundum. Although both are getting more self-sustain in Dawntrail. Will they be too much, I can't say yet.
So, in conclusion I say that Warrior needs a significant reduction in its self-sustain. Paladin is in my opinion okay at the moment, but I wouldn't mind if it too is reduced a little. Dark Knight and Gunbreaker could have a little more self-sustain, but they can very well stay as they are now. Overall, I'm not saying a tank shouldn't have any self-sustaining, but give it too much, and, well, healers truly become unnecessary, and I don't want that.
I am personally of the opinion that, while this is an issue, its less of an issue of the healer design (which is still a problem), and more of an issue with dungeon design.
Like yes, Healer dps rotations are boring. I think they should get one or two more filler buttons to press. Not too many, because again, they're healers. Damage is not their job Black Mage's filler fire phase consists of literally three buttons as is not including procs or resourses, and one of those buttons you press six times, it realistically isn't too far off of what Healers have already as far as buttons go. The difference is that Black Mage is a damage job, so of course they have more damage buttons to press, that's their job in the trinity, as a white mage's role is to heal the party, not necessarily do the most dps.
BUT higher end content demands more healing, you realistically can't just waltz into most extremes, and especially savage or ultimate fights, and expect to clear without a healer. Sure, it's been done before, but just because the 1% of the 1% of the playerbase when it comes to skill can do it, doesn't mean the average PF ultimate raider is going to be able to reasonably it off. They just don't have the skill to do that. There is a difference between possibility, and reasonability.
Where it becomes an issue, is something can REASONABLY, clear without a healer. That's when it becomes more of an issue as far as the healer's use goes. When "us mortals" are able to do it. And lets be honest, it really is not that hard to press the "Bloodwetting" button, and press an aoe skill, then watch your hp go back to full in a dungeon, and then watch as the enemies hit you like a wet noodle for 20 seconds before you repeat the process. The issue the boycott is targeting mainly lies, I think, in dungeons specifically. ie, the dungeons don't do enough damage. And this is basically true of every dungeon in the game. Take Scholar into Coperbell Mines, and you'll never have to touch a single healing spell the entire run, even if the tank wall to wall pulls, because your fairy is going to cover all that healing all on its own. And I can't even count how many times I had to solo a boss in The Dead Ends as a tank while doing Mentor Roulletes because everyone else died to prance or something, and even as a Dark Knight (who has the worst self-sustain out of any tank in the game), I comfortably could kill the boss on my own. Now dungeons are kinda meant to be easy; they are story content, after all. They need to be accessible to even the lowest common denominator of player. We are talking the most debased playstyles you have ever seen, the ones that rarely crawl their way out of afking in Limsa or duty support to maybe do a roullete, but when you queue with them, you will KNOW; because you dont need a third-party program to see they're not good at the game. But the dungeons do need to be clearable for them, because the dungeons are required for the story.
At the same time, Dungeons just don't do enough damage to be threatening to tanks (who are balanced around 8 man content) with all the tools they have now, so they just kind of walk over all of the dungeons now. Especially Warrior. The easiest fix I would think would be to up the damage dungeons do, to where it isn't too overwhelming, and most players could conceivably clear it just fine with no issues still, but high enough to where warrior or paladin can comfortably outheal the damage outright. As Yoshi P said he doesn't want to cause too much change, as it would shock the playerbase too much. So maybe once we find that happy medium where dungeons are threatening enough to want a healer around, we can start brainstorming ways for their filler rotations to be a little more engaging (I personally believe they realistically only need like 1-2 buttons each, as healers they shouldn't get much I think, as JP says; if you want to do damage, play a dps).
Mob pulls that bring DoTs, debuffs, and Dooms by the dozen. Healer problem solved.
I don't think there's an easy solution to this because of the insane skill gap in roulettes (e.g. does the tank mit/heal/invuln, the DPS AoE etc). The best they can do is add a few more DPS abilities so healers aren't just spamming 1 button the whole time.
Next time don't complain the role is too hard, just to complain after it is change that it is too easy
Rando healer who's butthurt – " I am going on STRIKE and WILL NOT be playing the entire expansion!"
Me – "Thank you for the bonus tomestones ,XP and gil."