
Originally Posted by
ty_taurus
I completely disagree. Case and point, Yoshi-P specifically stated that Sage was designed to appeal to the players who were complaining about wanting to have more attack options.
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Sage (3): Dosis/Eukrasian Dosis OR Dyskrasia, Eukrasia, and Phlegma.
White Mage (4): Glare OR Holy, Dia, Assize, and Afflatus Misery (You can also increase that to 5 if you want to include Afflatus Solace/Rapture which are not offensive but contribute to offense)
Scholar (5): Broil OR Art of War, Biolysis, Energy Drain, Dissipation, and Chain Stratagem.
Astrologian (11): Malefic OR Gravity, Combust, Draw, Play, Redraw, Minor Arcana, Crown Play, Astrodyne, Divination, Lightspeed, and Earthly Star. (Lightspeed is forced to be offensive because of the necessary weaving of cards currently)
Sage has failed on every front to be a healer for players who have been asking for more offensive options on healers, which shows a complete lack of understanding of how healers function in their own game. What I think the design team is capable of us creating enough healing output to ensure healers have the adequate tools necessary to complete different parts of their game. When they create a mechanic like Harrowing Hell, they actively look at what the healers can use and how they can play to endure that mechanic, but don't even consider what a healer does outside of that mechanic, what that accomplishes, or how that feels. There is a dissociation of time and gameplay with healer design that leaves them very ignorant to these designs which is what leads to such hilarious short-sighted design elements like Sage's entire kit.