I can't find anything. If anyone would like to provide a source, thanks in advance.
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I remember more than just this (via third party interviews) but for the time being the quote is :
Emphasis is mine. It's not a clear declaration but it's already way more than they've given anyone before any expansion. Especially considering the "hard to balance" excuse has been used on two expansions already now, doubt they think they could get away with it a third time.Quote:
Prior to the Tokyo Fan Festival, many of you anticipated that we would be announcing the addition of a new healer job. I suspect this was encouraged by the fact that we had just revealed gunbreaker, a new tank job.
When we debuted dancer as a physical ranged DPS job, there were many who welcomed the news, but others who wondered why no new healer had been added.
After internal discussion about how to balance the game as a whole, we determined that we should not add a new healer with this expansion. There were three key factors which informed this decision.
1. Only Two New Jobs Could Be Added with Shadowbringers
The release of a new expansion is invariably accompanied by the raising of the level cap, which means that in addition to adding new jobs, we need to add new actions for existing jobs, as well as review and rebalance current actions. With the exception of the blue mage limited job, there are fifteen jobs—seventeen with the addition of gunbreaker and dancer. While the development team and I myself deliberated prioritizing the addition of new jobs, after considering our update release schedule, we concluded that two new jobs was our limit. Therefore, we had to pick certain roles over others.
2. Only Two Physical Ranged DPS Jobs Are Currently Implemented
As of Stormblood, there are three tank, three healer, four melee DPS, three magical ranged DPS, and two physical ranged DPS jobs. We believe that there is value in adding another physical ranged DPS to improve the balance of available roles, and so we decided to use one of our two new jobs to fill this need.
3.The Present Balance Between Tanks and Healers
Since we currently have four melee DPS jobs, we decided to hold off on developing another and instead added a new tank.
Tanks in FFXIV are often utilized in either a main tank or off-tank role. However, we currently have an odd number of tank jobs, and we felt it that it would be easier to balance them moving forward if we had an even number of tanks, which is why we went with gunbreaker in the end.
Moreover, ever since we added astrologian with Heavensward, we have had considerable difficulty in balancing it along with white mage and scholar. Rather than exacerbate a complex situation by adding a fourth healer to the mix, we decided to instead prioritize balancing the three existing healer jobs at this time.
That said, we understand that there is a strong desire for an additional healer, and so we will bear this in mind when designing new jobs in the future.
https://forum.square-enix.com/ffxiv/...vE#post4975024
"Tanks in FFXIV are often utilized in either a main tank or off-tank role. However, we currently have an odd number of tank jobs, and we felt it that it would be easier to balance them moving forward if we had an even number of tanks, which is why we went with gunbreaker in the end.
Moreover, ever since we added astrologian with Heavensward, we have had considerable difficulty in balancing it along with white mage and scholar. Rather than exacerbate a complex situation by adding a fourth healer to the mix, we decided to instead prioritize balancing the three existing healer jobs at this time."
I'am still amazed to read this.
We had 3 tanks and 3 healers, odd numbers in each of this role.
It was hard to balance for both (more for healers), but the solution for tank is to add one more job, but not for healer ?
I think it's maybe the biggest contradiction/non-sens SE have done to justify one of their design choice.
The fact that AST needed a page long list of buffs when savage first dropped tells me all I need to know about the "effort" they put in.
Don't forget that they also felt sch let the other healer they are paired with do all the healing so they can dps, sch was the one doing the most healing out of all 3 healers regardless.
The Devs just have a massive disconnect from their healing community, they design everything around their perceived vision of healers without actually looking at how healers are played, if they did they would have realised by now that content design is directly at odds to their healer vision.
I mean that astro/whm Problem is already here expect astro sucks too play and feels bad but it’s the healer job with the most things too do. It does contradict itself and sch having the best dmg reducing abilities and the fairy that does decent downtime healing were whm and astro are forced too heal. The next healer needs to be a shield healer and astro need too be only Regen
The thing that gets me is that that did happen..............................................................................all the way back during the first half of heavensward. THere was a notion about there being a main healer and an off healer during Gordias and the first half of Midas. However, groups realized it was better to split the burden of healing cause you got more dps out of two healers instead of one with a priority system for healings like Whispering Dawn>Collective>Indom>Aspected Helios for example back then.
This is just a huge disconnect that right that really showed to me they have little idea about how to implement healing.
I say if anything it makes them rememer heavensward more. There wasn't a single major patch without buffs to astro until 3.5 cause they buffed the heck out of in 3.4 with the 20 percent balance.
Yup, I am aware of this statement. I usually pay really close attention when it comes to anything concerning healers, which is why when the poster I quoted said we were getting a fourth like it was a fact, I had to question it. I still implore to keep expectations low. Until SE officially states we're getting a fourth healer, I would not assume anything. It really doesn't matter how long it's been.
They might not care or they're just to embarrassed to say anything right now because they failed to reform healing to the expectations of the player-base and are working away at fixing this again.
Personally I think they just need to take the approach they took to tanking to make healing better again, give back the aoe DoT's for WHM and SCH and balance out between abilities that protect and buff and those that damage. WHM should have burst heals and damage as well as getting rid of fluid aura and replacing it with Water as an aoe target spell, SCH shields, miasma II back and a good aoe heal which it initially lacked and AST continous HoT's/Dot's with the cards buffing like before but make them aoe and each having a different effect that either buff's allies (Haste/Damage/Critical) and debuffs (Slow/Def down/atk down) , if they add a 4th healer like Geo it should be a blood healer that damages while employing magics that drain opponents health to heal those damaging them. that would give all 4 variety.
In Yoshi-P and the team's defense, they've learned since 2.0 not to say anything that isn't set in stone because the playerbase takes whatever they said and either treats it like dogma and backlashes when it either doesn't happen or happen in the way they wanted or criticizes the hell out of it before anything is finalized (not to say it isn't warranted/needed at times).
IF they are planning major healer changes, they're going to keep quiet so they don't see any backlash.
When it comes to healing, we are beyond that. We know it; they know it. It isn't even the player demand for a response. The status of healing all by itself necessitates a response from them. Everyone could be completely oblivious to the current issues, and they would still have to say something. They don't need to be specific about any changes, but they do need to cast some kind of lifeline to get healers out of their tailspin in limbo.
It's either that, or they can just allow us to continue to believe that they don't care about healers.
Not sure what problems people are experiencing with healers. I finished leveling them to 80 and had a blast. I especially loved the WHM attack/healing rotation. Healing this time around became so fast paced and intense. Burning wall to wall adds down while keeping the tank alive is perfect.
AST was great too though I didn’t like the card management. Too many cards to micro manage. I overcame and enjoyed it.
SCH healing and DPS was weak. Maybe I didn’t figure out the balance of the two, but I still enjoyed it.
Only thing I would change or add is more AOE attacks that also heal. I love those. Maybe more attacks and heals that combo off of each other while they’re in play.
The problems people are experiencing is that even in high end content the majority of the time you're pressing 2 buttons, your nuke and your dot. When the game is designed in such a way that gcd healing is mostly uneccessary, the gcd damage rotation should be more interesting
I mean the problem whas astro whas still not good healing wise but just havin aoe Balance with 10 % dmg on 8 player and the fights not being this hard as Alexander 8 or 4 and 3 made it way mor possible. Astro whas ofc not so bad like at whas at the start of Heavensward
On top of what ReiMakoto said, healers other issues are;
Ast has controller issues when trying to optimise which stem from how the targeting system works for controller, if done at extended periods of time starts to cause some players hand cramps that no other job has ever caused, this has not even been acknowledge by the devs so atm can chalk it up to ignorance on their part, unintended most likely but they have created a system that actively hurts their playerbase and are ignoring it at least openly to the community.
Sch's fairy has been made worse from SB, the fairy was made less responsive intentionally, now can ghost (ask her to pop an ability it goes on cd but never goes off) abilities especially Seraph the lv 80 capstone and their only 'fix' for it has been to add seconds onto duration of Seraph but make it do nothing during those seconds for summoning animation. Sch's fairy in SB was the standard SE needed to bring Smn's pets to but instead they brought Sch's fairy down to Smn's pets they went ass backwards.
Whm is subject to powercreep because of their fundemental principles that Whm cannot have any damage utility, Lillies as nice as they are now yet they still have the glaring flaw of are they needed, Lillies need a non heal option to spend on as they will never ever make healing always needed, downtime exists and as such lillies need an out for said downtime.
Now I'm guessing you just leveled hlrs as alt jobs most likely 70-80 which means you don't see another issue others do, Msq progression is a huge slog on healers as you have your dps rotation at level 4/8 asking people to enjoy all solo instances, mob killing, fates, dungeons, trials that happen for over 70 levels is just urgh.
An example: Just imagine healer mains fought Ran'jit 3x and each time nothing changed at all for them, they did not evolve, Ran'jit bout 1 was the same fight for Whm/Ast/Sch as Ran'jit bout 3 whereas ever other job actively changed.
Healers have been designed for group content only, a fundemental flaw when so much is emphasized as solo particularly the msq.
All this is just the tip of healer issues people now have.
I agree and disagree. The ShB changes were happening no matter what. These changes however, were not made with what a lot of the healer community had in mind. This doesn't mean they are not listening. SE would truly have to operating from the moon or something to not hear the cries and echos; what it does mean is that the healer community is being ignored and/or neglected. This is what they have to answer for when I say it is imperative that they speak up. That's what I want to hear, and couldn't care less about job adjustments right now. We are still well over a year before 6.0, and that is when we can expect changes.
As always the only true effector of change in a scenario like this is an adverse effect on their wallet.
Don't be confused about who is pulling the strings in the grand scheme. Simplification could be the most hated word YP and his team have ever encountered but that will matter little, if the projection of financial gain supports the opposite stance. Engine, CGI, right down to the tiny flower rearrangement for your new shiny zone. Net gain vs net loss. You may feel ignored but rest assured you haven't been unheard. A veritable casual who barely logs in could manage to peruse the community feelings on the forums and reddit alone, during a 30 minute lunchbreak in a single random day - and then leave somewhat informed. So replace that with 'team who earn money from this'; and you'll quickly see - ignorance of your feelings is impossible.
As with almost all things in life the person with the purse is king. All bow.
If the backpocket, is inline with the change you want you'll see it in time. If not? Don't hold your breath.
could at least make the gauge give blood lilies when it fills if they overcap
While this is a valid point indeed, this is also one of the problem.
We barely get any responses at all. And when we somehow have some, they're out of touch and quickly passed.
During live letters, Tank and mostly DPS got some discussion around their rework and thoughts.
When in comes to healers, we get like, one sentence that comes from... i don't know where? I have some recent example.
- pre 5.0 : Sch let their co-healer WHM/AST do all the work while they dps, so we gave them more direct heal => excuse me what ? A lot of the healing output came from some of SCH greatest oGCD, how can they say that
- 5.15 Noct adjustment : Nocturnal AST struggle to heal so we ajusted some of its spells => Excuse me what ? While it's true nocturnal is not as fency as SCH (and this is a comparison that was pointed out about Noct.AST effiency), it was not to the point it was "hard" to heal with.
How can go in a go in a good direction between these no response and false response comparing to the real state of healer ?
I did specifically say non-heal meaning it could be a support skill or a damage one though I think a damage one is bad as your building up to one with the blood lily.
Lily expendures could be 10% dmg reduction for 15s on a 1 min cd, 5% dmg up for 15s on a 2 min cd, etc, lillies just need an out for downtime as healing is not needed 100% of the time and never will be.
Either that or make Misery 1200 potency so on par with 4x glares so that the afflatus skills never get to the point of just considered if I have to gcd heal buttons(like cure 1/benefic1/cure 2/benefic 2 have started being treated) because the way SE has been going with healers over the expansions, lily skills could very well end up there and I don't want that for Whm at all.
'Fixing' healing would require a complete overhaul of game mechanics, the GCD and group compositions.
Could just give WHMs a lily AoE shield
Adding a Lily DPS skill wouldn’t hurt Lilies that much as long as the potency was less than 100 (Which turns them into a weaving option) but I would add a second blood Lily and lower the cost first, just to make it easier to align Misery with most raid cooldowns. The relative DPS gain from that would generally be outweighed by the GCD heals if they are useful.
Were it that weak we'd just clip a Glare, kinda like the old SCH rule that unless you were double weaving Ruin II was dead to you. WHM basically never has to double weave so an instant that weak would serve no purpose.
Plus when you consider the GCD heal that a Solace or Rapture can save down the line you'd just be raising the opportunity cost of a dps lily skill.
It'd need to be pretty potent to be a good choice over potential effective healing, barring the rare situations where you really can't find anywhere to burn lillies like the start of e7.
Now that they've changed the lily system wouldn't it make more sense to put the 1 lily cost back on divine benison and just put it on the GCD. When I was farming titania for the dragon as a whm, I found that I REALLY wanted a non healing lily and my friend suggested divine benison would work and that makes sense to me as well as it's a 30s CD which is how long it takes to build a lily so the only thing that would change would be that you couldn't have one at the start of the fight. =)
Yeah and that math still sucks bad. Like ok but why use Lily’s for 3 dmg spells when you can just keep spamming glare. I have no clue why people are so against a actual decent dmg lily spell. Whm how it is now has no group utility, not even aoe shields. It is literally has only personal high dmg and low mobility, it’s blm as a healer with even less mobility atleast blm can let people play movement mechanics and teleport too them, whm can’t do stuff like that. Like hell even astro deals more dmg and has group utility whilst moving then the actual only damage bringing healer. The worst offender here is light speed when astro already has less cast time then recast time on both aoe heals like wth.
This is why healers suffer... the infighting class envy.
Because 3 lilies in downtime for a misery under raid buffs will equate to higher damage than glare spam? Not much but it gives them a use in 0 healing scnarios.
Also it allows for weaving without losing damage on a clip/afflatus heal, since all afflatus spells are instants.
Because then healing will have to compete with dpsing, and you've seen how that turned out with SCH. Dare I accuse you of wanting healer homogenisation?
By utility do you mean damage buffs? Because WHM's personal DPS can outweigh the raid buffs that others bring - 3 of 4 savage speedkills bring WHM, and 4 of the top 5 TEA speedkills have a WHM.
If you mean mitigation/healing utility, WHM is not only the only healer who can buff their own & allies' healing oGCDs, but is also the only healer who can benefit from healing magic up statuses (Temperance & Fey Illumination). Temperance also has the largest range of all healer mitigation skills.
AST brings more damage because of the cards & divination, outside of them it brings the least dps of the healers by far (looking at 95th percentile adps values, 700dps below SCH and 1800dps below WHM).
But I'll not fault you for being dissatisfied with WHM's lack of movement, I agree with you there. However, WHM isn't as bad as you want to believe it is.
The problem at hand is more that Healers work too well on what they are capable of doing. I think it would suit better if they would cut the amount of healing abilities in half, and refill the space with utility and more damage skills. i am quite sure that having fewer healing abilities with higher potency, but longer overall cast time or mp costs would not only make things more challenging, it could also give room to healers to do something else rather than just wait until some genius fails a mechanic or a floor inspector gets to do his job.
Where are you getting this? 5 of the top 10 E8S speed kills include a SCH and all 10 include an AST.
At the very high end, SCH and WHM are fairly even and AST is miles ahead.
Rdps is what matters because it's the damage you contribute to the group and AST is simply ahead of the other two. Raid buffs also tend to scale better in later tiers than raw healer dps.
I was looking at the #1 for each Eden's Verse fight (E5 being the SCH one).
And yeah, I know rdps and all that guff - I was just explaining that WHM's 'lack of utility' (in one of its arbitrary definitions - seriously can we agree on one definition?) either isn't true, or doesn't make it the worst healer.
WHM's "lack of utility" makes it the most boring healer. This is a video game where I can pretend to have magic powers. To grossly oversimplify, WHM makes me feel like I know Cure, Big Cure, Other Cure, Area Cure, and Glare. There's an entire series of games connected to this one where you can do tons of interesting, weird, and cool things with the magic system.
WHM's "lack of utility" makes it the worst healer because it's only "good" at doing the two basic things (healing and damage) that all three healers currently in this game and all new healer jobs designed going forward can do. It's not special, it's not an identity, and the job designers can't even manage to take those simple concepts and make them much more engaging than 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 in every encounter. Now Shadowbringers is a notable exception when it comes to the gap between healer utility after the Great Nerfening of AST and SCH, but If all three healers can heal equivalently, and all three can do roughly equivalent damage, then what is the point of the only one in the bunch that literally only does those two things and doesn't also bring Ewer, and Spire, and Spear, and Disable, and Virus, and automatic smart heals, and AOE cleanses, and literally any uniqueness or identity outside covering the baseline that everyone else can do.
WHM is the worst healer because it's the only one the devs and large portions of this community think is acceptable if it remains eternally boring as snot.
More or less yes it misses the depth astro and sch have (even if sch atm is really bad with the new fairy). Like astro has too look for burst windows and job specific dmg spikes for optimal cards. Sch has too look for his fairy ability, aetherflow cd, chain always on cd and landing it if possible on the 3 - 4 gcd when you have to play a 6 aetherflow opener. Whm has assize and not capping Lily’s and nothing too effectively weave in between movement mechanics were sch can use fairy abilities and astro hast step casting/light speed and cards you still either need too keep or use depending what happens, Whm on the other hand just runs around either healing with Lily’s or saving a blood lily for that or not having it for burst windows. This lack of flexibility makes whm the worst too play.