So the forum is in uproar - once again - when White Mage is being pushed even further into the idea of being a pure healer. Hoist the flags, uncork the champagne. For it is that time again when we can enjoy the healer salt in all it's anger and glory once again. And I'm going to say it out loud that White Mage being a pure healer is not a bad thing. You can now start your public lynching responses for saying something sacrilege as this and not support that white mage "needs utility". That seems to be the usual modus operandi in the healer subforum anyway.
Now that the White-Mage-Dooms-Day prophets are busy writing an angry response, I can get into the main issue that peeves me. My stance on White Mage being a pure healer remains unchanged, however. With a lot of details still vague and up to speculation, some of it will be wishful thinking.
If White Mage healing potency increases and/or get more healing tools, they might just have enough healing potential to take over both healer's job. This could open up group compositions that replaces one healer completely in favor of a solo healing white mage. Not like this idea is new. We've been doing it ever since Ifrit hard mode. If the increased healing output on White Mage would make it possible for them to solo heal during progression/while being undergeared, it could open up some options for static groups. They could go for the more traditional 2-2-4 setup; 2 tanks, 2 healers and 4 damage jobs. Or they prompt for a single healer composition if, for example, they have a healer in the group already and only damage jobs are applying to the group. This would make recruiting more flexible. Any necessary mitigation are accessible through other roles/jobs, such as Virus. Mitigation isn't healer exclusive, after all. Additionally, it would please the healers that refuse to contribute in damage. Gives them something to do for the more difficult content.
Please do notice that I've mentioned that the concept is not a bad thing. There are three reasons why this concept isn't working in Final Fantasy XIV (right now).
First of all would be how the devs are forcing us to perform with a 2-2-4 setup and design with that setup in mind. We are confronted with mechanics that are aimed at specific roles that sometime even requires at least two of them present to perform. Tank mechanics are the more notable ones, but not limited to.
Second would be the concept of "balance" in eyes of the developers. If any healer combination has to be able to perform the duty - Again, because of the 2-2-4 setup -, one healer can't significantly outperform another in the act of healing. Which is the situation we have right now.
And lastly, but not reliant to the developers, would be the meta sheeps. Just because a setup isn't optimal does not mean it's impossible. There are some bounds involved, of course. But a meta exists because it's optimal. And a good chunk of the player base seems to follow the meta like it's some religious belief. In contrast if a solo healing white mage would become the meta, we'd have the same situation. Just with different jobs being salty and we're back to square 1.
Honorable mention to another issue would be the pace we outgear content. With the current potencies any job can solo heal the content given the experience and the gear are at their disposal. But the future potencies and abilities may help solve this somewhat.
I'm a big fan of flexibility and variations. In the coil of Bahamut raid set, certain mechanics could have been done by multiple jobs and even roles. Some turns players brought a single tank or brought two just to be safe or to make the healer's job easier. With Alexander, in contrast, roles are forced into doing mechanics designed specifically for those roles. Although, this wasn't as bad in the last four floors. Past content design aside, I'd love to see more content designed to make the players think about their own party and make role flexibility a thing. Rather than shove the idea of "perfect balance" into our face.


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