27:03 I did a run of Grand Cosmos a while back, I was on RDM. Tank does the W2W, but didn't make sure they grabbed everything. Healer was too focused on keeping the tank alive, and wasn't healing themself while a couple of the adds attacked them, so just as they were about to die, I cast vercure on them with my Dualcast proc, just to help keep them alive a little longer, and they did get themself back to a decent health (if the next hits would have connected, they would have died). However, the Tank stopped mid-pull and types in chat: "Did the Red Mage just use Vercure on the healer?", Healer responds "Yep.", while I continued to dps the enemies til the pull was done. They started telling me that I need to focus on doing my job dps-ing. I told the tank that instead of stopping mid-pull to complain about me saving the healer, he should do his job and pull ALL of the mobs so I wouldn't be forced to save them. The only thing I took away from this is that apparently it's toxic to press the buttons I've been given because it's not optimal even in the "Braindead" dungeon content that they were failing at with their optimization.
Thank you Mr. Loki! I understand you will not join the strike and respect that! But I do appreciate you for taking the time to look at the points that people have put out! And thank you for pointing out that Cole was making an argument, but not in regards to the people's complaints!
As for the dungeons, I like them and some days I log in just to dungeon crawl. The MSQ dungeons as well as side dungeons are very fun to do dungeon crawling, it is what I like in the game and my main source of enjoyment. I just wish the healers would get a more interactive tool. If I could design 1 healer it would be like this: giving a healing rotation on par with a DPS rotation in terms of depth. Press 1 heal button which will make another light up, that could be a stronger heal with an attack added when combo-ed right and could end with another choice of 2 buttons, a strong heal with either a buff or a debuff depending on the button pressed. Making the kit more engaging while adding some decision-making could lead to interesting gameplay. All the while doing a lot of healing and sprinkling some nice effects onto it! (Honestly, that was what I imagined SGE would be).
Whatever the devs decide to do with the healing role, I hope they will look to make it more engaging and fun at all levels of content, just like Tank or DPS.
I urge you to please, please look at the amazing Healer Issues Summary thread on FFXIV official forum by Recon106. It's detailed, well researched and spoken and is very reasonable. We are not asking for the moon and stars. We are asking to be treated like human beings worth listening to. The Healing community has been ignored for three expansions. Imagine if PLD had only fastblade and animation upgrades for 100 levels, where all you do is apply Goring blade every 30s. I want you to sincerely tell me that that's good and engaging gameplay. The fights in this game are very scripted, so once healing is mapped out, there IS nothing else to do but hit 111111112. We don't want full on DPS level kits. Tanks mitigate, and when they are doing optimizing that, they have something else to optimize. We just want the barest of minimum care for healers. "Just go play ultimate" is a cop out answer. TOP was cleared without healers when current. A good amount of Panda Savage fights were done without healers. All of this has proof on Recon's post. "Healers are causing trouble" is simply not true. If you care so much about us "causing trouble" then queue up for healer yourself and solve it. Wait. You won't. Because you know that healer is boring and unfulfilling. It would be one thing if healing inthe game was rewarding and challenging, but it simply isn't.
Imagine trying to sell the healer role to someone and telling them "you only really use your full kit in Savage and Ultimate". That's only 10 percent of the content. You are paying a FULL sub for only 10 percent of the content. How on earth is that acceptable? Tanks and DPS can enjoy at the very least, their damage kits for the entire experience. All we have is Dosis/Broil spam.
One additional comment: If the healing role is only engaging when people are messing up, it shows a fundamental flaw to the healing role. Tanks can enjoy good and bad runs, DPS can enjoy good and bad runs. Why is it that healers must suffer when the team is coordinated and doing well? Isn't there something fundamentally broken about that? I want you to try running trust runs on a DPS and use only one of your gcds, with the occasional second GCD every 30s. For one week. If you still truly, sincerely believe that this is "engaging gameplay" then fine. But SMN got hit with the "healer gameplay" experience and most of them are livid and furious that they have gotten nothing. They were told "just wait, they will expand SMN!". Welp, they have two more years of Healer Gameplay.
Having been helping a friend spam dungeons through HW to EW for levels, I have to say some of the worst dungeon experiences comes from those instances when you need a healer. Being unable to finish or progress through the content because the healer just doesnt do their job is the worst. Bosses like the Qitana Ravel bat boss 🦇, or the armadillo boss from Malikah’s Well where you need the healer to press their buttons to survive felt like a nightmare to go through. 😭
ok so like im confused here So the idea is that healers are now obsolete or whatever and high end raiders are about to boot all of us out of groups and just run like 4 red mage parties to replace us or whatever So how were fighting back is not playing or healing and trying to get them to run content without healers until every dungeon has like 5 raid wides 3 tank busters and a doom mechanic so we can maximize buttons pushed or something? this isnt sarcasm or condescension i just genuinely dont get this I dont disagree id like a slightly more in depth dps rotation and have content be just a little harder (i dont need every dungeon to be a "casual filter" or whatever stupid term people on the forums and subreddit are saying, just a little more challenge would be nice) but this is all because like a streamer beat a dungeon solo so were about to be deleted or whatever? I dont get it
Finally, someone said it. People in this game really like to complain about everything. Like yeah some of it is valid but come on guys not everything is going to be perfect and give the content a chance first. Yeah, the dungeon thing is weird, like we've doing this since ARR with full SMN groups this is nothing new. Then I'm looking at WAR it's like yeah, they look cool and sustain themselves well in a dungeon, but when it comes to raid…like their heals really isn't that good and as far as EW is concern dps wasn't that great either. I'm personally excited to for AST this coming xpac I want to see what all things people can come up with the new card systems (Going AST main). To me just the compalining as of late has been getting me down so bad I've been considering quitting the game. I'm just glad I'm not the only one tired of it.
You just got a sub boss.
TLDR: Let's try the xpac first before complaining.
it's ktisis last boss. if healer ko'd. but it's a dungeon. you will clear. imagine complaining about a dungeon. must be so free nothing else to do. imo, dungeon have gotten more difficult compared to previous expansions.
Honestly I had such a bad experience healing this tier that I'm not gonna heal in DT. To be as blunt as possible, I don't trust most healers to have more responsibility and more to their rotation. There are good healers, then there are the Harvey T-Dogs who make me want to punch them through the screen. Dungeons should never be your judgement on how well a class or job type is doing. As for changes to healers I'd like to see some of the things WoW does like shamans getting a free proc that lets you insta-cast an ability that normally takes a while to cast and hits pretty hard by maintaining a dot on a target or gaining bonuses for being closer to the target like paladins do (Last played in BFA so it might be different). Obviously these are just ones I pulled off the top of my head but these guys have had a WHILE to think on it and have come up with nothing. I agree that this strike won't do much other than annoy DPS players because dungeon que times will be even longer.
I think P8S is a bit of a different situation as before the nerf an unoptimal class comp was literally unviable, so, it was a case of if your team's favorite comp was all the low damage classes, you would never clear pre-nerf P8S if you don't adjust and change off of classes the party knew the most. Heck, Abyssos Savage forced SE to panic rework Paladin.
Disagree on 'who cares about dungeons?', the main issue for a lot of more casual players is the ramp up in difficulty because dungeons don't really prepare you for harder content. Dungeons should get harder as you continue in the game, and offer an 'easy mode' with the NPC assistance for people who just want to do story.
Ir just Fels dumb when Yoshi p is mentioning every time that raids will be more unique and then we have dungeons that are literally the same easy boring shit we have for 8 years with zero evolving. And you don’t have to be high end raider to do the dungeons without healer wtf lol. Dungeons are just to fucking easy and it’s atleast for me bad. That’s why I just don’t like doing or farming dungeons for lvling a class, because it’s just stupid easy. Even the 50 dungeons were more fun because you just could pull pretty much and aoeing feels satisfying
This isn't about healers, it's about dungeons that are too easy. Which, in itself, has its roots in the lack of mid-core content. Nobody should care about dungeons, but if you don't do hard content, you're kinda forced to care about them.
I firmly believe that a lot of the complaints come from shift in focus from players, where they started to focus on efficiency and DPS numbers. At the start of the game players were having fun trying out things to see what works for them and what was fun for them to play. The more people were running the content, the faster they wanted to run them. This was partially for the enjoyment of speed running content, finding the most optimal route/set-up/rotation, but also not being longer in the content then needed. This created a divide between the experienced players, the newer players and the people in-between who are learning a (new) job. This, in general, isn't a bad thing. But, what we've lost is really playing with random people for the fun of it and enjoying the company of others.
It's not as bad as a lot of people are saying, because with all of the random people I've been grouped up with over the course of the past 10 years, I can count with just 2 hands how many times people were toxic, used the "you don't pay my sub", etc. In the end, it's just a game. Don't get worked up on it if something isn't going optimal, unless you are trying to clear things like Savage and Ultimated or when you have created a group to work on finding an optimal strat.
Wall to wall pulling has been the norm in dungeons for a very long time, but mostly because more experienced players wanted to go fast. The rest just had to keep up. This can be extremely rough on people who are new to the game or their job, even all the way to the current extreme dungeons. Just … Help a player out and adjust a little to them as well. You are player a game as a team. Let everyone have fun with it please.
If a pld uses clemency, he doesn't really trust the healer and that's fine. Give them a reason to trust the healer. Same for Vercure. There have been so many times where even a dungeon run has been saved with these spells. It's all good.
On the topic of making things more interesting for healers; some like to heal more, others like to use more then 1 DPS button. It boils down to what Dawntrail can offer in (boss) battle design to accommodate those 2 groups. I just hope it's less of a "you make 1 mistake and you wipe the party".
What I miss in FFXIV right now are situations that deviate from the usual "just DPS the boss". I want to see crowd control in more content, like having to sleep adds, have a "heal the target NPC / boss" phase, more debuffs you can cleanse, single player soak mechanics aside form the tanks (while taking significant damage), etc.
What kind of mechanics would you all like to see added to the game to make it more interesting for healers?
Maybe I'm an angry viewer, because I spent 90% of Cole's video shouting "what does this have to do with Xeno clearing a dungeon/healers being obsolete?"
I want every dungeon to feel like Zot. My first run through Zot my heart was racing! The pulls are spicy, esp. before tanks get the lv82 defensive traits, and the bosses are fast paced and movement heavy.
And in the final boss, keeping uptime by swapping melee targets and finding two-target AoE gains, while dodging massive room wide telegraphs… That's peak dungeon content.
Tl;dr players want to be engaged. Idc if it's through rotation or fight design, i just want to be engaged.
An astro friend of mine once said “dps and tanks should use their personal cds (mits 2nd wind addle feint trobador etc) to help the healers” this was in savage xD
I think utility being stacked as a healer responsibility will alleviate any issues I have with the healer role. damage buffs, raid mit, vuln, healing, shielding, minor dots. Give that all to healers. Pure healers can have big heals, regen, bigger burst damage, vuln debuffs. Shield healers can have shields, better mitigation, damage buffs and dots. This is an example.
Give me more things to do and make me feel like an important party member.
i would love even a single extra dps option for each healer (the followup ones are nice but just dont feel like enough since they generally follow things that arent really things you spam on cd ), firstly for sch i would love to see miasma 2 back this is probably the simplest one, whm i would love to see a dps option for the lillies it just feels kinda shite to burn a lilly when you dont need it on a heal just to get the blood lilly, sge is actually fairly fine except for one thing they need a way to passively generate addersting like every x dosis in a row you get 1 sting, as for astro ill have to try out the new cards it might feel alright with what you have but if it dosent a simple usage of the lord that has a 30 sec or so cd separate from there draw could be a possible option. Mostly the issue isent that healing is weak healing feels fine if a little too bloated with all the different options we have, mostly healers are just tired of our gameplay for the most part being 2, 1,1,1,1,1,1,1,1,,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2, with like 2-3 ogcd heals let me have 2,1,1,1,3,1,1,1,3,2,1,1,1,3,1,1,1,3,2
Why are we comparing the hardcore players like Xenos and his friends that know every inch of how to actually play their job to a common player? The fact they Xenos and woops and the other 2 cleared the dungeon with out a healer is cause they know what they are doing. 80-90% of the player base of 14 don't even know how to do their basic rotation correctly.
This healer strike is as dumb as the lala chair drama.
G0d hunt trains are annoying to get on. Their necessity for external systems to function make it annoying to pay attention to while wanting to do other stuff. Idk, roulettes are easier, for me
People proved healerless top was possible, but how many people are looking to replicate that? It's not really a good example. I guess the next ultimate will have multiple esuna'able debuffs and that will resolve it. Necessitate their role actions i guess
I honestly been triggered by the "If I saw a vercure, bro trust me." I have literally died as a RDM cause a WHM just refused to heal me after a rant, when he saw me vercure myself after a stray mob slapped me a couple times, so I let myself die. Maybe Healers with their "God complex" can bugger off.
As a healer main, I play Healerless tank every time in dungeons and it's sad as hell to see. We don't care about dungeons at all at this point, but we should since healers have to start learning proper healing and their kits with a nice curve somewhere. Whereas currently there is nothing until you get to EX trials which is 6/10 in difficulty and going from 0/10 to 6/10 all at once is stressful and uncomfortable for a lot of people. If dungeons would require healers to perform let's say 4/10, instead of spamming their aoe button on trash and single target button on bosses with actual responsibility to handle the party, difficulty curve for learning healers would be much nicer. They could make every TB from dungeon boss apply either a nice bleed to everyone or shockwave raid wide on top of making bosses raid wides weaker, but apply nasty aoe bleed that healerless groups simply couldn't heal. Stronger raid wides in dungeons could also apply short 12-15 sec debuff reducing Player's damage but 30-40% until topped, to make healer's presence wanted even when what they had to do was as simple as topping party up. Similar thing is with EXs, but to a lesser degree, but that might be just my opinion due to finding them very easy.
i always hate when people take high skill play and try and say "this proves something!"… it proves people who have the skills can do it, but what about everyone else?
I think your issue with Cole's video is that you went in, specifically, looking for talking points about the forum post when he didn't even say he'd cover those and got mad about it. Maybe you are just an angry person.
clean your room 😭💀
27:03 I did a run of Grand Cosmos a while back, I was on RDM. Tank does the W2W, but didn't make sure they grabbed everything. Healer was too focused on keeping the tank alive, and wasn't healing themself while a couple of the adds attacked them, so just as they were about to die, I cast vercure on them with my Dualcast proc, just to help keep them alive a little longer, and they did get themself back to a decent health (if the next hits would have connected, they would have died). However, the Tank stopped mid-pull and types in chat: "Did the Red Mage just use Vercure on the healer?", Healer responds "Yep.", while I continued to dps the enemies til the pull was done. They started telling me that I need to focus on doing my job dps-ing. I told the tank that instead of stopping mid-pull to complain about me saving the healer, he should do his job and pull ALL of the mobs so I wouldn't be forced to save them. The only thing I took away from this is that apparently it's toxic to press the buttons I've been given because it's not optimal even in the "Braindead" dungeon content that they were failing at with their optimization.
Thank you Mr. Loki! I understand you will not join the strike and respect that! But I do appreciate you for taking the time to look at the points that people have put out! And thank you for pointing out that Cole was making an argument, but not in regards to the people's complaints!
As for the dungeons, I like them and some days I log in just to dungeon crawl. The MSQ dungeons as well as side dungeons are very fun to do dungeon crawling, it is what I like in the game and my main source of enjoyment. I just wish the healers would get a more interactive tool.
If I could design 1 healer it would be like this: giving a healing rotation on par with a DPS rotation in terms of depth. Press 1 heal button which will make another light up, that could be a stronger heal with an attack added when combo-ed right and could end with another choice of 2 buttons, a strong heal with either a buff or a debuff depending on the button pressed. Making the kit more engaging while adding some decision-making could lead to interesting gameplay. All the while doing a lot of healing and sprinkling some nice effects onto it! (Honestly, that was what I imagined SGE would be).
Whatever the devs decide to do with the healing role, I hope they will look to make it more engaging and fun at all levels of content, just like Tank or DPS.
This video from cole sounds a lot like lynx kamelli's video
The nemesis strikes again
Could just use NPCS if you're a healer, it'll effect run and Q times for DPS if enough people did it.
These long videos are perfect for fate farming, so thanks for that!
You sure he's not referring to the WOW mechanics or job classes
I urge you to please, please look at the amazing Healer Issues Summary thread on FFXIV official forum by Recon106. It's detailed, well researched and spoken and is very reasonable. We are not asking for the moon and stars. We are asking to be treated like human beings worth listening to. The Healing community has been ignored for three expansions. Imagine if PLD had only fastblade and animation upgrades for 100 levels, where all you do is apply Goring blade every 30s. I want you to sincerely tell me that that's good and engaging gameplay. The fights in this game are very scripted, so once healing is mapped out, there IS nothing else to do but hit 111111112. We don't want full on DPS level kits. Tanks mitigate, and when they are doing optimizing that, they have something else to optimize. We just want the barest of minimum care for healers. "Just go play ultimate" is a cop out answer. TOP was cleared without healers when current. A good amount of Panda Savage fights were done without healers. All of this has proof on Recon's post. "Healers are causing trouble" is simply not true. If you care so much about us "causing trouble" then queue up for healer yourself and solve it. Wait. You won't. Because you know that healer is boring and unfulfilling. It would be one thing if healing inthe game was rewarding and challenging, but it simply isn't.
Imagine trying to sell the healer role to someone and telling them "you only really use your full kit in Savage and Ultimate". That's only 10 percent of the content. You are paying a FULL sub for only 10 percent of the content. How on earth is that acceptable? Tanks and DPS can enjoy at the very least, their damage kits for the entire experience. All we have is Dosis/Broil spam.
One additional comment: If the healing role is only engaging when people are messing up, it shows a fundamental flaw to the healing role. Tanks can enjoy good and bad runs, DPS can enjoy good and bad runs. Why is it that healers must suffer when the team is coordinated and doing well? Isn't there something fundamentally broken about that? I want you to try running trust runs on a DPS and use only one of your gcds, with the occasional second GCD every 30s. For one week. If you still truly, sincerely believe that this is "engaging gameplay" then fine. But SMN got hit with the "healer gameplay" experience and most of them are livid and furious that they have gotten nothing. They were told "just wait, they will expand SMN!". Welp, they have two more years of Healer Gameplay.
Having been helping a friend spam dungeons through HW to EW for levels, I have to say some of the worst dungeon experiences comes from those instances when you need a healer. Being unable to finish or progress through the content because the healer just doesnt do their job is the worst. Bosses like the Qitana Ravel bat boss 🦇, or the armadillo boss from Malikah’s Well where you need the healer to press their buttons to survive felt like a nightmare to go through. 😭
Listening to this while gathering was pretty chill. Man, cole is a bit tricky to listen to, ngl, lol.
ok so like
im confused here
So the idea is that healers are now obsolete or whatever and high end raiders are about to boot all of us out of groups and just run like 4 red mage parties to replace us or whatever
So how were fighting back is
not playing or healing and trying to get them to run content without healers until every dungeon has like 5 raid wides 3 tank busters and a doom mechanic so we can maximize buttons pushed or something?
this isnt sarcasm or condescension i just genuinely dont get this
I dont disagree id like a slightly more in depth dps rotation and have content be just a little harder (i dont need every dungeon to be a "casual filter" or whatever stupid term people on the forums and subreddit are saying, just a little more challenge would be nice) but this is all because like
a streamer beat a dungeon solo so were about to be deleted or whatever?
I dont get it
23:15 ah yes. 75 vercure, 75 clemancy. v engaging gameplay. healers are not needed. just replace them with 75 casts of vercure and clemancy
Finally, someone said it. People in this game really like to complain about everything. Like yeah some of it is valid but come on guys not everything is going to be perfect and give the content a chance first. Yeah, the dungeon thing is weird, like we've doing this since ARR with full SMN groups this is nothing new. Then I'm looking at WAR it's like yeah, they look cool and sustain themselves well in a dungeon, but when it comes to raid…like their heals really isn't that good and as far as EW is concern dps wasn't that great either. I'm personally excited to for AST this coming xpac I want to see what all things people can come up with the new card systems (Going AST main). To me just the compalining as of late has been getting me down so bad I've been considering quitting the game. I'm just glad I'm not the only one tired of it.
You just got a sub boss.
TLDR: Let's try the xpac first before complaining.
it's ktisis last boss.
if healer ko'd.
but it's a dungeon. you will clear. imagine complaining about a dungeon. must be so free nothing else to do.
imo, dungeon have gotten more difficult compared to previous expansions.
Honestly I had such a bad experience healing this tier that I'm not gonna heal in DT. To be as blunt as possible, I don't trust most healers to have more responsibility and more to their rotation. There are good healers, then there are the Harvey T-Dogs who make me want to punch them through the screen. Dungeons should never be your judgement on how well a class or job type is doing. As for changes to healers I'd like to see some of the things WoW does like shamans getting a free proc that lets you insta-cast an ability that normally takes a while to cast and hits pretty hard by maintaining a dot on a target or gaining bonuses for being closer to the target like paladins do (Last played in BFA so it might be different). Obviously these are just ones I pulled off the top of my head but these guys have had a WHILE to think on it and have come up with nothing. I agree that this strike won't do much other than annoy DPS players because dungeon que times will be even longer.
I think P8S is a bit of a different situation as before the nerf an unoptimal class comp was literally unviable, so, it was a case of if your team's favorite comp was all the low damage classes, you would never clear pre-nerf P8S if you don't adjust and change off of classes the party knew the most. Heck, Abyssos Savage forced SE to panic rework Paladin.
Disagree on 'who cares about dungeons?', the main issue for a lot of more casual players is the ramp up in difficulty because dungeons don't really prepare you for harder content.
Dungeons should get harder as you continue in the game, and offer an 'easy mode' with the NPC assistance for people who just want to do story.
Ir just Fels dumb when Yoshi p is mentioning every time that raids will be more unique and then we have dungeons that are literally the same easy boring shit we have for 8 years with zero evolving. And you don’t have to be high end raider to do the dungeons without healer wtf lol. Dungeons are just to fucking easy and it’s atleast for me bad. That’s why I just don’t like doing or farming dungeons for lvling a class, because it’s just stupid easy. Even the 50 dungeons were more fun because you just could pull pretty much and aoeing feels satisfying
This isn't about healers, it's about dungeons that are too easy. Which, in itself, has its roots in the lack of mid-core content. Nobody should care about dungeons, but if you don't do hard content, you're kinda forced to care about them.
I firmly believe that a lot of the complaints come from shift in focus from players, where they started to focus on efficiency and DPS numbers. At the start of the game players were having fun trying out things to see what works for them and what was fun for them to play. The more people were running the content, the faster they wanted to run them. This was partially for the enjoyment of speed running content, finding the most optimal route/set-up/rotation, but also not being longer in the content then needed. This created a divide between the experienced players, the newer players and the people in-between who are learning a (new) job. This, in general, isn't a bad thing. But, what we've lost is really playing with random people for the fun of it and enjoying the company of others.
It's not as bad as a lot of people are saying, because with all of the random people I've been grouped up with over the course of the past 10 years, I can count with just 2 hands how many times people were toxic, used the "you don't pay my sub", etc. In the end, it's just a game. Don't get worked up on it if something isn't going optimal, unless you are trying to clear things like Savage and Ultimated or when you have created a group to work on finding an optimal strat.
Wall to wall pulling has been the norm in dungeons for a very long time, but mostly because more experienced players wanted to go fast. The rest just had to keep up. This can be extremely rough on people who are new to the game or their job, even all the way to the current extreme dungeons. Just … Help a player out and adjust a little to them as well. You are player a game as a team. Let everyone have fun with it please.
If a pld uses clemency, he doesn't really trust the healer and that's fine. Give them a reason to trust the healer. Same for Vercure. There have been so many times where even a dungeon run has been saved with these spells. It's all good.
On the topic of making things more interesting for healers; some like to heal more, others like to use more then 1 DPS button. It boils down to what Dawntrail can offer in (boss) battle design to accommodate those 2 groups. I just hope it's less of a "you make 1 mistake and you wipe the party".
What I miss in FFXIV right now are situations that deviate from the usual "just DPS the boss". I want to see crowd control in more content, like having to sleep adds, have a "heal the target NPC / boss" phase, more debuffs you can cleanse, single player soak mechanics aside form the tanks (while taking significant damage), etc.
What kind of mechanics would you all like to see added to the game to make it more interesting for healers?
Maybe I'm an angry viewer, because I spent 90% of Cole's video shouting "what does this have to do with Xeno clearing a dungeon/healers being obsolete?"
I want every dungeon to feel like Zot. My first run through Zot my heart was racing! The pulls are spicy, esp. before tanks get the lv82 defensive traits, and the bosses are fast paced and movement heavy.
And in the final boss, keeping uptime by swapping melee targets and finding two-target AoE gains, while dodging massive room wide telegraphs… That's peak dungeon content.
Tl;dr players want to be engaged. Idc if it's through rotation or fight design, i just want to be engaged.
An astro friend of mine once said “dps and tanks should use their personal cds (mits 2nd wind addle feint trobador etc) to help the healers” this was in savage xD
healer main watching healer main video peepoCute
I think utility being stacked as a healer responsibility will alleviate any issues I have with the healer role. damage buffs, raid mit, vuln, healing, shielding, minor dots. Give that all to healers. Pure healers can have big heals, regen, bigger burst damage, vuln debuffs. Shield healers can have shields, better mitigation, damage buffs and dots. This is an example.
Give me more things to do and make me feel like an important party member.
i would love even a single extra dps option for each healer (the followup ones are nice but just dont feel like enough since they generally follow things that arent really things you spam on cd ), firstly for sch i would love to see miasma 2 back this is probably the simplest one, whm i would love to see a dps option for the lillies it just feels kinda shite to burn a lilly when you dont need it on a heal just to get the blood lilly, sge is actually fairly fine except for one thing they need a way to passively generate addersting like every x dosis in a row you get 1 sting, as for astro ill have to try out the new cards it might feel alright with what you have but if it dosent a simple usage of the lord that has a 30 sec or so cd separate from there draw could be a possible option. Mostly the issue isent that healing is weak healing feels fine if a little too bloated with all the different options we have, mostly healers are just tired of our gameplay for the most part being 2, 1,1,1,1,1,1,1,1,,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2, with like 2-3 ogcd heals let me have 2,1,1,1,3,1,1,1,3,2,1,1,1,3,1,1,1,3,2
Why are we comparing the hardcore players like Xenos and his friends that know every inch of how to actually play their job to a common player? The fact they Xenos and woops and the other 2 cleared the dungeon with out a healer is cause they know what they are doing. 80-90% of the player base of 14 don't even know how to do their basic rotation correctly.
This healer strike is as dumb as the lala chair drama.
G0d hunt trains are annoying to get on. Their necessity for external systems to function make it annoying to pay attention to while wanting to do other stuff. Idk, roulettes are easier, for me
People proved healerless top was possible, but how many people are looking to replicate that? It's not really a good example. I guess the next ultimate will have multiple esuna'able debuffs and that will resolve it. Necessitate their role actions i guess
Is bro mad cuz he didnt clear top, and knows that 'theoretically' healers arent needed and is taking it personally?
I honestly been triggered by the "If I saw a vercure, bro trust me." I have literally died as a RDM cause a WHM just refused to heal me after a rant, when he saw me vercure myself after a stray mob slapped me a couple times, so I let myself die. Maybe Healers with their "God complex" can bugger off.
As a healer main, I play Healerless tank every time in dungeons and it's sad as hell to see. We don't care about dungeons at all at this point, but we should since healers have to start learning proper healing and their kits with a nice curve somewhere. Whereas currently there is nothing until you get to EX trials which is 6/10 in difficulty and going from 0/10 to 6/10 all at once is stressful and uncomfortable for a lot of people. If dungeons would require healers to perform let's say 4/10, instead of spamming their aoe button on trash and single target button on bosses with actual responsibility to handle the party, difficulty curve for learning healers would be much nicer. They could make every TB from dungeon boss apply either a nice bleed to everyone or shockwave raid wide on top of making bosses raid wides weaker, but apply nasty aoe bleed that healerless groups simply couldn't heal. Stronger raid wides in dungeons could also apply short 12-15 sec debuff reducing Player's damage but 30-40% until topped, to make healer's presence wanted even when what they had to do was as simple as topping party up.
Similar thing is with EXs, but to a lesser degree, but that might be just my opinion due to finding them very easy.
i always hate when people take high skill play and try and say "this proves something!"… it proves people who have the skills can do it, but what about everyone else?
I think your issue with Cole's video is that you went in, specifically, looking for talking points about the forum post when he didn't even say he'd cover those and got mad about it. Maybe you are just an angry person.