
Originally Posted by
QooEr
Can you give some examples on these plenty of other things to be excited about regarding healing? With us getting more free healing (totally not an overblown niche btw) and dps getting more mitigation i can only see ourselves getting even more healing downtime as before. unless every savage fight in endwalker hits as hard as TEA, but we all know its not gonna happen.
Speaking personally,
Moving into this current expansion, I think a general userbase is understating how expanding and improving mechanics is in general a better course of action than, say, adding another DoT. This is why for Astrologian, I'm personally in a wait and see mode. What does the self buff entail, and what does the Starshower do? Someone pointed out the second-to-last action utilized by the Astrologian showcases the clock-symbol seen on previous time related abilities. How will this work out? Need to know more (And if there is more information, pray tell, I must needs knowing)
Sage utilizing Better-Dark-Arts is a good showcase. This is one of the ways they can increase action counts while keeping individual button mapping under control, and while it may not amount to anything now, provides ample opportunity moving forward. This is a good mechanic. I hope to see it expanded in its use and the healers who utilize something similar.
Scholoton is...memeworthy, for certain, and my hope is that they realize that mobility is fun. Lost Impetus is one of the most entertaining skills to use in Bozja. Barring that, the idea of "Granting mobility" is an excellent avenue for identity carving utility, and it can be done in several ways. Scholoton's current state (that we know of) isn't great, but it could be. They just need to stop being afraid of giving the different jobs different and fun extras.
White mage is probably the second weakest showcase here, and it doesn't quite show anything to be overly excited about from a mechanical standpoint. The "Totem" is fine, just like Earthly Star is fine, but I'm a pretty insistent believer that if you have placeables, you need to be able to interact with them. I've been this way for Earthly Star, and I'm no different for Healing Tide Totem. For example, if this Totem could be interacted with, it memorizes the first two actions you cast upon it, and then applies that to all applicable targets in range. That'd be pretty neat. Want to raid buff the party? Cast Heart of Water upon it. Want to turn a group of adds into ash? Cast Misery on it. These are the sort of mechanics that need to be added. Not saying we can't have more damage buttons, but individually each button should bring something new to the kit as well, not just a potency number.
Finally, and this is more speculation, and fairly long.
Ever since Heavensward, the problem children of each expansion have been those who did not get a clear and directed design goal, particularly ones who flip flop every expansion to a new design. This might be shocking to hear, but ARR was never more than okay in Class design, and YMMV in HW. That isn't to say I didn't find something to enjoy in each - Just that the wider we set our scope into games and how they're designed, the less exceptional early FF14 becomes (and even modern) in terms of gameplay. It's serviceable, and at times can be excellent.
In Heavensward, I would say only Black Mage and Dragoon found their design to follow. Every change, every adjustment, every new ability serves a central design theme solidified here. You can argue the same for Summoner, but it is hard to pinpoint Summoner given how majorly it is reworked every expansion.
Since then, each expansion has seen the modernization of a select few jobs, and the addition of more that are designed with the current gamestate in mind. Stormblood's Samurai and Red mage weren't perfect, but their central design is being expanded upon still. During Stormblood, Warrior for weal or woe got its central theme here in 4.2. Paladin's core design got solidified here, as well as Bard, who while it has some issues currently and may still have them, is still having the central design they established in StB being worked instead of redone.
In Shadowbringers, we have Gunbreaker and Dancer. Machinist, for weal or woe, is solidified here. Ninja was given its modernization in a patch, and Monk began its transition. I'd argue White Mage belongs here, but some would disagree. Dark Knight probably belongs here, but there's always the chance for a significant shake up in 7.0.
Looking forward, we have Sage and Reaper who both seem basically complete. Monk and Summoner are given their new design and I see no reason Monk will change moving forward. Summoner is a meme at this point, so even if it was perfect, it's getting changed in 7.0, look forward to it.
In short - Effectively every single job except White Mage, Astrologian, and Scholar have been given a 'current' glow up/down, depending on your POV. While I personally don't think White Mage will see a rework, it can be expanded with little issue if they are willing to play that risk. Astrologian may have its new design for moving forward, but it's too early to say. Scholar? Scholar still needs work.
So while again this is pure speculation, I would expect in 7.0 we get 1 new job (Scouting armor DPS because we have to have 3 different armor types for melee else the world will end), and a Scholar Rework, if it doesn't happen before that. This brings our total mainline job total to 20. 10 melee with a 4/6 split, and 10 ranged with a 4/6 split between Tank, healer, and DPS. Hopefully all of them jive more with the future-current gamestate as well.
But that whole blurb is admittedly far too optimistic for what history has shown.