Originally Posted by Someone
Just because other players play the game. Does not mean you got to be mindful, or careOriginally Posted by Someone 2
The problem ISN'T healers rotation is busted or boring...
Probably when we stop seeing healer-less clears of all current content upon a patch release.
So, you know, probably by the end of the next expansion, or halfway into the final 10 years of XIV's intended lifespan.
Oh even if there was a lot of required healing (compared to it being more of a mitigation check than anything else), Yoshida’s answer would still be dissatisfying. Making the hardest fight in the game actually require high healing uptime would not solve the fact that every piece of content below it, including the other Ultimates, is still painfully lacking with regards to healers. And the further down the content spectrum you go towards “casual”, the worse it and healer engagement gets.
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Well, Final Fantasy XIV job design doesn't really fit the kind of swap system that exists in the game which is part of the issue. Like if you took the old World of Warcraft classes and made it so you could play any of those classes on the same character, it would be a good thing because you don't have to rep grind again or do story mode content again. However, leveling on those jobs acts as a tutorial to play those jobs, so lets say someone levels up a mage and warrior, then takes a break for a while and comes back. To relearn those jobs they'd have to deal with a reference manual and start getting muscle memory setup with a specific hot bar configuration, and probably have to change the old hot bars because new skills and what not.
Also healing is the leg of the trinity that works functionally different than the other two legs since it targets the boss and other players, where as most of the time tanks and dps are strictly targeting the boss with a few exceptions.
I mean we're never going to be going as simple as genshin impact but whatever design direction they are planning in the future, they are going to have to understand the needs of long term players that take breaks as well as active players that have to put all their effort into a few jobs.
I'm gonna disagree playing summoner and with phoenix I can target other people and takes no more then 1 sec just press something between F2-F8, same when caster had manashift. I play healer casually and honestly targeting party versus boss is just either fuctionally or habit.
If they treated all players and classes the same, then this logic would make designers turbo-simplify DPS classes aswell. But only DPS jobs seem to deserve a smidgeon of depth in their kits.I mean we're never going to be going as simple as genshin impact but whatever design direction they are planning in the future, they are going to have to understand the needs of long term players that take breaks as well as active players that have to put all their effort into a few jobs.
Somebody brought up genshin impact... i must say that it is a god damn shame that genshin impact, a game that has like 3 buttons for combat besides switching characters, have all of their characters feel different in gameplay.
Kaeya and Rosaria are two that have similarities but even then they feel very different from each other. Eula is a straight upgrade from the two but yet feels and has different purposes from the other two.
Yet ff14 decided from SHB onward to go even simplerer than genshin impact by making almost 4 of the same jobs.
Even if anyone could argue they all follow a standard 123, they're not all the same - DRG has a 12345 16754 rotation, for example, while SAM is 123 145 16, and MNK is constantly switching between 123 456 or 141
Even SMN, with its "it feels like a healer" rotation has tons of ogcds inbetween that enhance each egi feeling different and not just 1111 green, 1111 yellow, 111 red, summon Bahamut 44444, back to green, while RDM, BRD and DNC follow a priority system that's basically 'press this until something else lights up'
I'll never get how the same people that think players can handle all that, plus weaving ogcds, plus positionals, plus avoiding mechanics, think pressing more than 2111111111 ad nauseum is "too complicated/overwhelming"....I mean, I have my suspicions, but still....
The two days I've been in DRU had been fun. It's finely tuned i600 and as long you're on-point with hitting heal buttons available, keeping things on cooldown, and raid also using mitigation when they are up at appropriate times, it's fine. Sometimes you'll GCD things because everything is on cooldown but it's a bridge until your gauge refill or generally even better when the boss in that phase is not target-able so you can have the next oGCD for the next damage/movement. It's more mechanic finesse, but I hope further along some good raid planning becomes more in-play. Can only imagine how those final phases will be since we are well past TPS's TEA world first time.
Hilarious things I heard early on about party comps in first days have basically gone away from "how does one prog w/o scholar?" Then you see groups like Rin publicly among the farthest along as White Mage + Sage.
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