I hope not.
With AST SE have shown they have no idea how to design novel healers and balance them effectively. You had a really interesting mechanic with Synastry, then you turned it into Divine Seal 2.0; nice job, you incompetent spods.
No they had an opportunity to just put time mage in as a healer and didnt want to commit entirely - as a result we got a dilapidated healer that started off with low potencies, because i truly believe it was designed to seem-lessly switch in combat as whm or sch at will, and they didnt do this because "too stronk". So better than that idea(i had seen too many instances of a whm dying and noct ast being screwed in 8 mans) they just upped its potencies and gave synastry a (clemency) effect. This, I feel like is where the entire idea went bad. I mean at the root of it, if youre gonna make a tank/healer be half of both healers/tanks, thats...thats just not good identity design, but if the idea is either or at a moments notice, then you have a good fill in. which is all it ends up becoming. The meta has to become looser or even tighter for both of the crucial roles, before they can just add one, but the meta itself is sort of what ruins it when it comes to role/job design. This is why I feel like 2 dps is almost risk free. Almost. They can do DPS pretty alright. MCH being a gun bard, no thanks. They have to look at gameplay in this next expansion, and I feel like the smartest move is to take a while longer on tank and healer especially, until they can find a way. Its that reason alone I almost hope for 2 jobs tops- fine make em dps. Spend another year to calculate and formulate what makes a new tank or healer new and great.
Last edited by ADVSS; 08-03-2016 at 01:15 PM.
I'm calling it now - SAM tank, RDM healer, BLU DD. The only job out of these three that won't be horribly mangled would be possibly SAM, but we've seen from DRK and SCH that they're fine rewriting jobs from the ground up and adding some flavour that reminds us what the jobs used to be.
For whoever said BST - as different as BLU would be from a real BLU, a BST would be faaarrr worse. Consider how much SMN's Egi's actually matter.
Where did they say SAM will be DPS?It's funny that people have been asking for Blue Mage but it won't be the kind of Blue Mage they are expecting if they are working on that.
And Red Mage will not be a dps since Samurai was already said that it would be a dps. Red Mage will either be healer or tank and I'm leaning more to a tank.
As for a healer... I'm hoping for dancer.
Yoshi P expressed his preference for Samurai to be a DPS. So while not confirmed, people are assuming that if we do see SAM in the expansion. It will be a DPS. That, and we already have two sword wielding tanks. Another would be somewhat redundant.
If we're gonna go into how generic the classes are and how a shift from DPS checks can help. They already implemented a few mechanics that can served as healing checks at least and I can think of a few other ideas
Tanks are trickier, if not impossible to work with since they need to contribute DPS to get enmity and the only workaround to that is Provoke. And I dunno about you, but I think the already decimated tanking community would decrease if they were forced into glorified emote classes. As it stands "Emnity checks" might as well be lesser or greater extent DPS checks. Mitigation however might be easier to work with. In fact I think a good fix to Parry would be avoiding tank busters and replacing them with fast and furious hits. Instead of 1 big hit for massive damage, make it 10 smaller hits that over time chips away at the tanks health. It would be a decent start at least.
- Landmine/Hell Wind: From Deep Dungeon and Mhach we have two AoE mechanics with similar purposes, reducing hp to near death. All they need to do is make them more consistent and then shortly follow up with a normal weak AoE of similar range
- Doom (Wanderer's Palace): Another Heal or Die mechanic. It doesn't have to be Doom itself but a potent DoT that cannot be esunaed but can be removed by healing the DoT would have to be at least as potent as the one in Shor Khai's 2nd boss as most run of the mill DoTs can be canceled out by a simple medica II
- Wound: A mechanic from FF XIII, it works by reducing the Maximum HP. Only found in XIV as one of several effects of Bad Breath and as a Floor Gimmick in PotD
- Speaking of which, Multi-debuffing moves: They are few and far between and associated with Morbols, but they can also serve as a healing check of sorts. Just revolving about Esuna/Leeches/Exalted Detriment rather then healing spells
As far as 4.0's Jobs go I'd say the only impossible role assignment would be Healer Samurai. Everything else seems fair game (provided that Samurai an either Red Mage or Mystic Knight are the only new Jobs)
Last edited by Morningstar1337; 08-03-2016 at 04:26 PM.
I'm surprised that no one pointed the fact that SE said in an interview that realeasing 3 new jobs on every extension was too much work for them...
I think that has been twisted around. IIRC they also mentioned the development of NIN with that, so the interpretations might vary
If i remember well thay said that 3 jobs for each extension represent too much work and in the case of the NIN, he has been developed since the beta.
But i don't remember the thread where i've seen this
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