Of course not, which is why skill interplay would be the best option.
They're not going to increase healer dps so there's no reason to actually add a second dot or nuke. Instead of 2 1 1 1 1 you'd be pressing 2 3 1 1 1 and that's just as boring.
DPS doesn't directly correlate to the number of abilities we have though? Case in point, our single target DPS has dropped quite significantly relative to the rest with the release of Endwalker despite nothing changing? We just do less damage single target now.
SE can simply further reduce the base damage on our core nuke and then restore us back up to that level through further actions and interactions within our kit.
Raw damage throughput really isn't the issue here and that's not really what people are angry about. It's the endless tedium of mindlessly spamming 1. Adding more interplay within our kit is a solution for sure, but there's no need to discount the addition of an extra dot (on a different timer hopefully!) as I think it's actually a great way to go. Having more damage coming from our dots than nukes actually closes the performance gap within the role with it being easier DPS for those that can't funnel as many of their GCDs into nukes as a more experienced player. Meanwhile it also offers the higher end player something extra to track. Everyone's a winner no?
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~
I've previously suggested that FF14 healers have healer rotations be implemented into the game, and I would love to heal with some kind of proactive "build resources to heal more or dps more" healer design in this game. I'd love to have a healer who actually has decision making involved to when they're dpsing and healing, effectively juggling two rotations at once.I'd rather healers need to heal more rather than dps.
My favorite runs are when shit goes sideways and I can't just mindlessly art of war spam.
And I'm convinced that "omg drk is so hard to heal" comes from "I'd rather be art of war spamming" instead of hard casting heals.
If there were more to do than dpsing, healers wouldn't be complaining all the do is spam broil.
The problem is that SE is very adamant in putting in mitigation checks and call it heal checks instead, necessitating Square to either rebalance and redesign every fight in the game with the shiny new healer design, OR to buff every single job's damage resistance / healing output to establish a new baseline, essentially making ALL of old content (including Ultimates) worthless, exacerbating an already HUGE problem going from one expansion to the next (potency powercreep); And based on their job design going from Stormblood to Shadowbringers, something tells me they're willing to ruin Synced MINE instead of putting in effort in the first place.
And that's not talking about the fact that this will raise the skill floor substantially, something SE clearly doesn't like doing. So this is pretty much impossible to gain traction with the dev team. They're really big in the whole "everyone can pick up and play ANY JOB and master EVERY JOB in FIVE MINUTES!" mentality to the point that they've been gutting BOTH the skill floor AND slkill ceiling in half for years at this point (and they're still not stopping, Kaiten I miss you, and Brd DoTs will be next mark my words).
To illustrate how much SE LOVES this mindset, they've recently kicked their healer from their content test team because they've gotten too good. Wanna know why that healer got considered to have become too good to begin with? That healer... started doing Extremes...
The only thing left is something that will add to the skill ceiling without increasing the skill floor, which is extra dps buttons. That's the sad reality of it, and it's a compromise that falls under what the dev teams want and what most healers want, a low skill floor and a higher skill ceiling.
Would I like a harder disc priest in FF14? Absolutely. I would LOVE to heal more, but like it or not, people like us aren't the ones paying for Fantasias and keeping our sub on to keep their Venues open. We're not the core audience of this game ever since Shadowbringers, and, with how much they gutted the job design and removed stuff like Kaiten, Bard and DoTs synergy, Coeurl Form positionals, and literally just general design stuff like healer homogenization, tanks homogenization, physical ranged identity being ripped to shreds, Stormblood MCH being removed from the game, they'd rather alienate the people who actually LOVE improving, the complexity of the jobs and reaching for the skill ceiling rather than the people who gives them record breaking profits each quarter.
So yeah. DPS options are the only scraps that I see that they're willing to give us, and even OPTIONAL DPS BUTTONS THAT YOU DONT NEED TO PRESS IF YOU WANNA STAND THERE AND SPOT HEAL EVERY 30 SECONDS AND ONLY EXISTS FOR THE HEALERS WHO WANT TO MAKE USE OF THAT DOWNTIME is being met with fierce resistance, even though that's literally not gonna affect the content they do in the first place.
Last edited by Payotz; 06-29-2022 at 02:35 AM.
Okay, bring back Quickened Aetherflow so I can use Energy Drain more then
Not all Jobs need to be needlessly complicated just for the sake of it.
Besides, most FF14 players are casual. I don't see Square appealing to a severe minority at the cost of the vast majority.
and not all jobs need to be needlessly simple for the sake of it
besides, a not-insignificant subset of the playerbase isnt casual. the vast majority isnt 100%, so why should 100% of the jobs cater to them?
No job in this game is "needlessly complicated", and besides, nobody is asking for that. BLM is easy to pick up and understand - dump fire, run out of MP, use ice to gain it back. However, BLM offers a lot of optimization and a higher skill ceiling than every other job in the game. Nothing is preventing you from playing BLM and doing well in casual content as it stands. Can you name some jobs you consider "needlessly complicated" and then explain why?
It's all or nothing, otherwise players would categorize them as raid and non-raid jobs and SE wants every job to be invited to content. Or, if a job was just harder to play for no benefit then people would avoid that job and SE also wants to prevent that.
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