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HEALER STRIKE Zepla reviews UPDATES on the FFXIV Dawntrail Drama

dumbitc11: higher lvl dungeons are definitely easier than the lower lvl ones at this point. there’s many low lvl dungeons that are impossible to complete without a healer

kagamine14: I’m like 50/50. I want dungeons to be harder, but at the same time it will cause more friction. There was a time in ARR where dungeons were too difficult for the average player and they’d have to get nerfed. It wasn’t incompleteable, it was just a slog. Like imagine 40-50 mins in your expert roulette everyday. And sadly for healers to be impacted more directly, it means that the entire party needs to take MORE damage

SocketedSocket: The point of the strike is to call Yoshi P's attention to the issues. 5 years and "healer feedback" threads have been ignored, and a "healer strike" has a catchy tag to it, which amplifies the problem even more. The strike doesn't have to work, it's just to make the devs aware they need to start looking into it.

gzenno: the healer strike will end once they see their non-healer queue times.

dreadgear9683: the higher you go in levels the dungeons should be more threatening. It's not like in wow where you can make an alt and reach endgame in 5 hours of playtime without entering a dungeon. In FF you will go through a series of dungeons wether you like it or not so there should be a learning and challenge curve.

And yeah i think there should be more unavoidable damage mechanics that would require a healer and make the off-heal abilities of other jobs A) Weaker and B) situational

"well the FF14 msq is 400 hours long, and you will not be required at all until you reach the endgame and have the option to do experts if you really really want" this ain't gonna cut it.

Jinxyoutoheaven: Bet it’s like 40 healers striking. I’m having fun as healer.

OldManInternet: All the healer strike will do is cause healer to be the role in need more often, and people who have no idea what the strike is, and people who don't care, will get insta queues. And people who enjoy playing healer but refuse to do it will either find a new role, or get bored and quit the game.

Normal dungeons are supposed to be the absolute easiest group content. People acting like they're more than that, and should provide a challenge for even an average player, vastly underestimate how bad some people are at this game. And they give roulette rewards to encourage good players to go back and help new and weak players clear content. If you want a challenge, you should be in extreme, savage, or ultimates. But that said, I think this game having more bridge content would solve a lot of problems. They need heroic dungeon equivalent for people who want to do something tougher with friends, but aren't looking for savage raid fights.

I agree that healers need a little more to do, and I wish there was more pulsing unavoidable damage, or more dps buttons in the healer kit. But at the same time, that hasn't really been the approach to the game for a while. And while I'd be willing to try a completely new direction for the game, there's a very real chance that making the healing experience in FF14 something like healing high keys in WoW could be a disaster.

crashzone6600: I'd rather they increase the support value of healer. A haste spell would be welcome.

Orih9: For right now, all I really want to see is for them to take the attack spells and abilities the healers already have and increase how often we can use them. Don’t lock these cool new attacks behind 2 minute cooldowns, but make them regular parts of the gameplay that you interact with often. Give Sages DoTs different durations. Rework its Addersting to be more useful. These aren’t massive reworks, but adjustments that could go a long way toward making Dawntrail enjoyable while we wait for 8.0.

I really want to play Sage in the upcoming field operations, but I dread having nothing to do but spam Dosis till my fingers fall off.

sakuram69: I’ve been really quiet about this issue for a long time in the community itself. That said, there are very obviously issues with healers in general. As a casual/story focused player, I have a few observations that very often slip by the hardcore player base, which seems to be the far more vocal voice in the community in general. First of all, I wanted to say that, as a trinity based system, healers work as intended currently with their kits; they are 99% healing utilities with one or two DPS buttons total. I think, as we gain more and more levels, we see this happening more: extra OGCD heals we almost never need to use in base dungeons, more potency upgrades so we need to cure less,more GCD heals, etc. I think the solution would be to transition the trinity away from a “healer” role and into a “support” role. Instead of giving healers more and more healing tools, why not give us some kind of enhancing, debuffing, and more damage focused options? I work with mostly the Trust NPCs now, and I can say that dungeons are long and slow. The majority of the damage comes from me spamming a single attack button and it’s just… boring. I don’t feel the level of engagement as in, say, FFXI where a healer/support based job has to apply enfeeblements consistently while also healing and enhancing party members. Yes, it’s an entirely different system, nothing at all like this game, etc, but I felt the importance of my job far more. In this game, where jobs are homogenized to fit into one of three roles, I think it’s more important to feel job identity and role identity. For me, right now the healer role feels like a generic title we are slapped with. Basically means we will deal less damage than any other job, and will have almost all of our kit focused around giving HP back to the party. I think it would be nice to have other things to do than simply what our role has labeled us, like returning protect/shell to players, stoneskin, paralysis, etc. That felt engaging. I can definitely agree that we all have different solutions, and we need to come together and compromise on a solution we can live with, because rampant speculation can only lead to bad decisions from the development team as a whole.

StrifeStalker: As a healer main myself I feel it a bit dramatic to base so much emphasis around content that is designed to be easily cleared since it's part of the leveling process.

Leveling dungeons are usually tied to the story in some way and must be completed in order to progress. Also, with the new duty support system and such that allows for the use of NPC to party with, you cant have the content terribly difficult or hard. However, when you get into more advance dungeons and raids, that is where things like skills come into play and when healers are required to clear. Now, if they had done a raid or a harder mode dungeon or trial without the use of a healer, I might be concerned. But to see them clear the most basic content is not concerning for me at all.

dustinhatfield8373: I get that dungeons are meant to be easy content.. but i don't think it's so much to ask that by the time youve got to Endwalker youve learned that orange is bad and might get killed for standing in it. Just have them do a LITTLE bit more damage lol. Make attacks that can be avoided give vulns or dots. Im not asking for dungeons to be extreme level, just maybe more interesting.

ikeaira8701: This could easily have the reverse effect they desire. A lot of "good" healers leave queue cause of Strike, Inexperienced/"Bad" players pick up the role, people complain, devs make Healers even easier/watered down to mitigate the "bad" players.(Ya'know the whole reason why we have more Heals than necessary in the first place....and why we are where we're at now...) The amount of variables surrounding this, it is likely to do more harm than actual good imo. That alone has me worried.

I'm glad AST is finally in a spot it feels like a naturally progression to the Card system from Stormblood, but tbh the role itself is boring. I'm all for the want for change and to be heard, but honestly I don't trust any of ya to provide reliable/valuable feedback that'll make the role feel/play better. You all want different things for the job, with the collective goal of "more engagement." But how people define that engagement is far different than what needs to be the reality in order for all jobs to properly work. The reason we have a lot of these issues in and with the game in the first place is because a vast majority of peeps pushed for that not thinking of the sacrifices needed to be made to get here.

ex0stasis72: As much as I support this strike, I don't think it will be very effective because as more people strike, the longer the queue times for everyone else. The longer the queue times for everyone else, the more incentive there is for DPS to switch to healing just for the fast queues.

But I suppose it still communicates a sentiment.

Jun 23 2024

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