It would nice to see more healer designers hired; see the unaddressed concerns that many other players have across the healer job forum. More communication would help a lot too.


It would nice to see more healer designers hired; see the unaddressed concerns that many other players have across the healer job forum. More communication would help a lot too.
I'm greatly encouraged by the several Media Tour questions alluding to how poor the healer experience is. Streamers have not asked much about healers in the past, and Yoshida's position has changed on several other issues the community has pushed him on.
Perfection is an unattainable ideal. 'Tis the paradox of the immaculate carrot. - Cookingway




I'm just not exactly sure how much it would actually help. The game is DPS focused. While tanking/healing duties and requirements are important, you spend very little time actually doing them in comparison to your DPS contribution. For those who want those two roles to have more engaging DPS elements added to them, my mind doesn't compute why you would want healer and tank oriented members on the design team. It makes more sense if you want more tanking and healing type requirements added into gameplay. If that's what you want, then it becomes a bit of an issue because those things involve changing current encounter design.
I know if I was to put my own design team together, the team that designs battles I would definitely want them to be well rounded, and adept at all roles in the game and fully understand the fundamentals that go into all three. I would imagine that is what this dev team is comprised of as I won't even pretend to try and claim how extensively each of them play not only every role, but every job in the game.
The questions were nice. His responses, however, were not very encouraging. I'm still not convinced he's actually aware of the problem based on some of the responses.
"Then what is magic for?" Prince Lir demanded wildly. "What use is wizardry if it cannot save a unicorn?"
Schmendrick did not turn his head. With a touch of sad mockery in his voice, he said, "That's what heroes are for."
-- Peter S. Beagle, The Last Unicorn
The problem he is aware. But instead he focuses on new and inexperienced players because having a complex job is forbidden by law.




It hasn't really regarding healers and the main developer has flat out stated its not going back to more complicated playstyle.
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]


Ideally healers and tanks do want more tanking and healing duties but the game design has skewed so heavily towards DPS that the only way to give healers and tanks more engagement is to give them more DPS abilities. It's kind of a self perpetuating issue, having only DPS job designers means that all content and jobs will be designed for DPS, and now we have such a DPS focused game that the only way to engage healers and tanks is to give them more DPS options.I'm just not exactly sure how much it would actually help. The game is DPS focused. While tanking/healing duties and requirements are important, you spend very little time actually doing them in comparison to your DPS contribution. For those who want those two roles to have more engaging DPS elements added to them, my mind doesn't compute why you would want healer and tank oriented members on the design team. It makes more sense if you want more tanking and healing type requirements added into gameplay. If that's what you want, then it becomes a bit of an issue because those things involve changing current encounter design.
I know if I was to put my own design team together, the team that designs battles I would definitely want them to be well rounded, and adept at all roles in the game and fully understand the fundamentals that go into all three. I would imagine that is what this dev team is comprised of as I won't even pretend to try and claim how extensively each of them play not only every role, but every job in the game.




I resent the implication that if I'm a healer main, I'm too stupid to manage anything more complicated than spamming Glare 150 times while using an oGCD heal 2-3 times per minute.
I wasn't too stupid for it three expansions ago, and even THAT was a bit of busywork on top of an otherwise noninteractive kit.
"But muh new healers" my foot. My role isn't for your easy Netflix and Cure spam queues. Everyone in here defending objectively horrible game design would have a collective stroke if one of your favorite DPS jobs got reduced to one dot, one nuke with an off-global woven in every ~20 seconds as your skill ceiling because having more to do is too haaaaaaaaaard.

This exactly.
The current design is we use oGCDs for most healing and spam a DPS GCD. SE claims that DPSing is optional, but the alternative is...standing there doing nothing?
What I don't understand is that if DPSing is optional, then what is the big deal with giving us a more meaningful and engaging DPS rotation? They could give us a 1-2-3 combo or something and still say, "this is optional."
But the core issue is exactly what you said: the job design is focused on dealing as much damage as possible.




It might pressure a healer into finishing their combo before it expires instead of healing, the same pressure melee classes have. It would be inconsistent as well because casters don't strictly have combos but the mechanics push you to use attacks in mostly the same order.
We don't yet know if the healing requirement will be increased in raids to the point where you can't focus on damage as much. It's unlikely it will be in dungeons but the stat squish should make us outgear content less so the healing requirement might be closer to a leveling dungeon.
The community shares some of the responsibility. We used to have enmity combos, but a lot of tanks chose not to use them in favor of DPS. We used to have a tank stance and a DPS stance for when we aren't tanking, but a lot of tanks chose to use only the DPS stance. Vitality used to be the main tank stat but a lot of tanks used workarounds to stack Strength instead. There is argument to be made that a lot of tanks wanted to be a blue DPS so the development direction was just to let them.Ideally healers and tanks do want more tanking and healing duties but the game design has skewed so heavily towards DPS that the only way to give healers and tanks more engagement is to give them more DPS abilities. It's kind of a self perpetuating issue, having only DPS job designers means that all content and jobs will be designed for DPS, and now we have such a DPS focused game that the only way to engage healers and tanks is to give them more DPS options.
Last edited by Jeeqbit; 10-26-2021 at 08:30 PM.
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