I mean, tell that to the hack of a game designer who thinks if healers have to hit a 3 button combo when there's no damage will make people's brains explode. Or god forbid you need to monitor a HoT on a tank.DING DING DING we have a winner! Allow me to explain the most fun I had as a healer/support.
Dream of Mirror Online (DoMO) was a korean MMORPG (sort of) where for the most part you found a group of 5 other players and grinded mobs in an area until you reached the next area (so from 15-20 and so on).
The part I want to focus on is that if you picked several classes you could take skills from another class and then sub them on to yours. SO
I had Musician (which was important for all groups because you needed the songs to both reduce damage and keep up mana, damage ups extra), Dancer (for two aoes for damage) and my main class of Doctor (for healing).
The most fun I had was being a 3 man job. I healed. When songs needed to be reapplied I played and then dps'd when nothing else needed to be done. WHY can we not have that here?
Not to that extreme no, but I think a shift in direction is absolutely needed.Why should the focus be on downtime only but not both aspects? Should you just have 1 single target heal and 1 aoe heal then 30 buttons devoted to DPS then? I'm advocating for both a fun downtime phase when healing isn't need but more thoughtful healing to make it not feel like a chore.
The first example that comes to my mind was farming Delubrum Reginae. As a out and out Healer only sort, it was utterly horrible. Runs were slow if lots of people weren't using Lost Actions and there was little to nothing to heal for the most part. Thus I usually ended up throwing on the damage and 'looking forward' to one legged track and field for 30 minutes. Dull and boring doesn't even begin to cover it.
Switching to Dancer and keeping a pocket of healing abilities made things far more entertaining, as a DNC I had just about enough healing abilities to keep people topped myself and if we had no actual willing healers, playing the stand in healer with Lost Actions whilst still being an easier DPS was so much more enjoyable than just sitting around slamming that Glare key. The healing kit was sufficient, resources were limited and I actually had things to pay attention to when healing wasn't needed.
The element of it simply being a new experience can't be forgotten there, but even with that aside, it was just more fun. The same can be said about the current 24 man TBH.
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~
Remember when every 3.0 job had the potential of super gimmicky cross class setups? On sch you could run 4, maybe even 5 dots (I know smn could) if you wanted to! Then in 4.0 they eliminated that system. The people said it was a good decision - why should I have to level other jobs to fully enjoy and/or the single job I want to main? It was a janky system anyway! 5.0 they removed tank stances. Again, the people rejoiced, a stance lowering your dps is a janky system anyway! In the September 2021 live letter, YoshiP succinctly said that they are NEVER returning to 3.0 job design philosophy. The fact that he had to address this to begin with meant that this was becoming a more popular request among the playerbase, and in spite of those people he announced those intentions. Everyone else rejoiced; jobs back then were janky! It's better to keep things clear-cut and streamlined, way more accessible!
And now... just look at the state of the players. Maybe if we put up a fight to the job team's emerging reductionism several years ago we wouldn't be here begging for more than two buttons to press on a healer. I know I definitely should've thought more critically about these changes! Lord knows I was celebrating along with everyone else up until now...
Both of the Bozja raids made healers non-essential due to the 2 mistakes = death mechanic. You weren't there to heal people, your only job was to raise them which a RDM could do a hell of a lot faster and more efficient.The first example that comes to my mind was farming Delubrum Reginae. As a out and out Healer only sort, it was utterly horrible. Runs were slow if lots of people weren't using Lost Actions and there was little to nothing to heal for the most part. Thus I usually ended up throwing on the damage and 'looking forward' to one legged track and field for 30 minutes. Dull and boring doesn't even begin to cover it.
I think 4 was the cap. Bio, Miasma, Aero (from CNJ), and Thunder (from THM).
Last edited by Deceptus; 05-24-2022 at 09:18 PM.
Co-signing.
Make the devs play jobs other than Paladin, Dragoon, and Black Mage. And I say this as a Paladin main.
As some what a healer main, the role is boring, if it's not savages or ultimates.
but in Savages and Ultimates healers need to pre-plan their entire kits, there's no rotation. Healers just remembering entire fights what to do at which point in time.
If you were to give healers dps combo there's no different between healers and BLM.
I always says this to my friends tho, if you want to buff sch, remove energy drain. If you want to nerf sge, add energy drain.
I agaisnt adding dps combo to healers, otherwise they'll just more focus on dpsing and less healing which make it worse.
I feel like forcing the lead dev to play something that isn't his style or to his taste is not going to lead to the outcome you're looking for. I don't really want the team's lead to be depressed with no stress outlet in game since he's been denied his preferred class. That sounds like a recipe for the long-term death of the game, not for making healers better.
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