Quote Originally Posted by DiaDeem View Post


...Wait, you mean the role that barely needs healers anymore?
That's less a job issue and more a content / difficulty issue. They deliberately tune content damage low because they don't want healers to be stressed or panic and scared of the role because its too hard.

That's a big part of why tank self sustain is perceived as too high. Because incoming damage is too low and heavily predictable.

This has always been the case though. Every expansion. Even ARR /HW. It felt like there was amassive disconnect between the team designing jobs and the team designing content..

Old school paladin. The iron fortress tank. Low dps high defence and mitigation...

Old school whm. Pure healer class.

Old school monk. Single target king but crap at aoe.

All sound great but content designed entirely around dps /aoe meant none of those job designs ever fit in.

It's the same even amount dps.


Melee should hit hard but have the survivability to take a few hits due to be danger close to the boss.

Casters should hit even harder at the cost of reduced mobility there survival comes from spells like sleeps binds or magic barriers. Casting those spells costs dps.

Then physical ranged always used to be the glass cannon jobs. Super high damage super mobile. But squishy enough a falling leaf from a tree would drop them.

However xiv content is designed around unavoidable raidwide damage and stuff so every role type has to make a trade off for survival and that trade is always damage.

So now physical ranged is a highly survivable highly mobile but low damage role in a game where damage is all that matters...

Even magic ranged is highly mobile highly survivable and again low damage role. And melee Reighn supreme as a result.

All because of content design and unavoidable raidwides.