This.
On the off chance that a 4th healer is introduced, it'll be something stupid like a healer that only heals. Because SE loses their minds when it comes to us.
Damaging spells are needed for solo content.
At least, it'll get one ST and one aoe.
With a bunch of GCD spells and only one oGCD so they can make sure you stand still most of the fights.
I think this is precisely where their problems lie. The dev team focuses too much on players who think Cure III is an upgrade on Cure II and "accessibility" instead of trying to develop a middle ground. That, and they seem utterly terrified of making content require more dedicated healing. It's strange because we see them make efforts towards the latter hence why heals are actually weaker than they were in Stormblood. Yet they tune fights lower or don't consider healers have so many tools nowadays that small reductions, especially to GCD heals, won't make a dent beyond large dungeon pulls. It just feels like the whole design philosophy for healers is a confusing mess.That's hard to say really. My first guess is that they are still stuck in the mentality of how healers were played in ARR.
But perhaps a more likely banana skin could be with how testing, balancing and QA is handled. My suspicion is that SE simply have a large pool of testers shared between multiple projects with people getting assigned through fairly random tickets. So there's a pretty good chance that alterations and balancing choices are getting validated by people that potentially don't have a particularly deep understanding of the game beyond 'can I keep my group alive?' and 'is my character's head attached on the right way?'. They don't look at SCH landing in a new expansion with no AoE yet again and go 'hey yeah, this is bad right?' as they likely don't know any better.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
To be honest, GCD heals are rather boring in this game. I don't think spamming Physick/Cure/Benefic in lieu of Broil/Glare/Malefic will make healing any more entertaining.I think this is precisely where their problems lie. The dev team focuses too much on players who think Cure III is an upgrade on Cure II and "accessibility" instead of trying to develop a middle ground. That, and they seem utterly terrified of making content require more dedicated healing. It's strange because we see them make efforts towards the latter hence why heals are actually weaker than they were in Stormblood. Yet they tune fights lower or don't consider healers have so many tools nowadays that small reductions, especially to GCD heals, won't make a dent beyond large dungeon pulls. It just feels like the whole design philosophy for healers is a confusing mess.
As an example, healing in the sustain-based gamplay of WoW has been designed to ensure you have plenty of interesting healing mechanics so that you don't feel like you're in a one spell loop of healing spam. You have heals that bounce off each party member, quick cast heals with high cost, slow efficient heals, channeled heals, healing by dealing damage, gathered potency heals, HoT synergy, duplicate heals on marked targets, sacrifice your own health to heal others, etc.
In FFXIV you get a few interesting heal mechanics but they are not exactly core healing abilities. Excogitation, Earthly Star, Horoscope and Plenary Indulgence for example.
Also want to add, we don't know how SE viewed 5.0 -> 5.05 Ast healing adjustments whether they viewed it as,I think this is precisely where their problems lie. The dev team focuses too much on players who think Cure III is an upgrade on Cure II and "accessibility" instead of trying to develop a middle ground. That, and they seem utterly terrified of making content require more dedicated healing. It's strange because we see them make efforts towards the latter hence why heals are actually weaker than they were in Stormblood. Yet they tune fights lower or don't consider healers have so many tools nowadays that small reductions, especially to GCD heals, won't make a dent beyond large dungeon pulls. It just feels like the whole design philosophy for healers is a confusing mess.
- not on par with what whm/sch offered
Or
-people don't like weaker heals.
The former should be how they look at it while I suspect it is the latter on how they view it.
5.0 ast healing would've been fine if whm and sch had the same/near enough healing output but it didn't and was rightly needing buffs or whm and sch would have to take a nerf which they really didn't want to do.
If it is indeed the latter how they see it, pfft ain't ever going to have interesting healing requirements.
I was of the mind that AST didn't need to be brought up in terms of healing balance but SCH and WHM to be brought down. Maybe even to Noct Sect levels. All right, that might screw with Savage and Ultimate, I don't know, I'm not a heavy raider, given I don't have the room to be committed to a static and tend to casually PF content (by which point you're not expecting efficiency) , but I think it'd be a step in the right direction elsewhere.Also want to add, we don't know how SE viewed 5.0 -> 5.05 Ast healing adjustments whether they viewed it as,
- not on par with what whm/sch offered
Or
-people don't like weaker heals.
The former should be how they look at it while I suspect it is the latter on how they view it.
5.0 ast healing would've been fine if whm and sch had the same/near enough healing output but it didn't and was rightly needing buffs or whm and sch would have to take a nerf which they really didn't want to do.
If it is indeed the latter how they see it, pfft ain't ever going to have interesting healing requirements.
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