Final Fantasy XIV: Healers Reborn - Rebuilding the Healers
Hello All,
So it's no secret by now that a lot of us are feeling skeptical of the changes to Healers coming in Final Fantasy XIV: Shadowbringers. While some of the changes seem very good, such as the changes to the White Mages lilies, many other changes threaten to strip away aspects the healers that many would argue is a major part of their identity.
I myself feel torn as well. While I see a lot of potential in some changes, the overall homogenization of their healing and DPS tools is worrying. So naturally, I did what any other rational human being would do: Sit down and redesign each healer from the ground up in a heated passion project.
So obviously this is a little extreme, but I actually had a lot of fun thinking about how I might redesign these roles if I was in charge, and I wanted to share these ideas with the rest of the community, hence this project: Final Fantasy XIV: Healers Reborn.
Below are links to some google docs that showcase a completely rebuilt skill set for each healer. When designing these new concepts, I had two major goals in mind:
Goal #1: Redefine Healer Identity
In an effort to combat homogenization, I wanted to strip away a lot of the tools each healer had that splashed over into other healer territory, such as White Mage's Divine Benison, and further enhance the healing role they already had. Rather than try and make them all the same, I wanted each healer to take the concept they were good at and run even farther with it.
Goal #2: Make Healer DPS more enjoyable, while making sure it stays optional
The healer DPS argument is one as old as time at this point. With that in mind, I want to reiterate that the game is designed inherently for healer DPS to be optional. But just because it's optional doesn't mean it should be as boring and monotonous as spamming one spell over and over again with 1 damage over time spell to manage in between. This would also make solo content and leveling a lot more engaging for healers as well.
With those goals in mind, these are the designs I came up with:
*EDIT* These have been updated to version 1.1 with some new changes to help fix former issues.
White Mage
Scholar
Astrologian
If you notice a lack of terrain spells and healing over time spells, it's actually because I also want to design a concept for Geomancer, a healer who emphasizes healing over time and terrain effects. That's taking a lot more work right now though, so I'd love to add that to this post as a concept for the future at a later date.
Lastly, I want to just say that I am, of course, not perfect in the slightest, and I imagine there are probably areas in these designs that could use some work. I hope that we can have some great conversations about these designs, and that comments from the rest of this healer community can inspire improvements to any areas where these healer ideas are lacking. Numbers especially are easy to fix.
I hope these concepts would help breath life back into the fantasy of these healing roles.