If they really want to make things more interesting, try making healer damage ogcd and have more healing and buffing. Weave in damage between heals and buffs.I think white mage just needs elemental attacks visually, Longer cast times (glare used to cast longer like in shb), DPS to healers can add some interesting things, but I really don't think a full on rotation is "needed" I kinda like damaging on healer but what makes healers doing damage fun is having to know when to heal and when to damage, If healers had more to heal it would actually make damaging more fun because you'd be trying to fit in as much damage while also keeping your team alive, currently you can just do both with no effort (obviously not in all forms of content but the vast majority, even then the healing is very scripted and its more doing mechs then anything).
This also effects support skills/tanks, because they can ease up the healing requirements for healers in situations... sort of like its a team based game? This makes tanks more fun aswell as using defensives correctly makes your healers job more easier which slightly can increase team damage (which is king in the game).
I think the issue is the healing rate and not because healers have one button... obviously I wouldn't mind a proc or a extra dps skill on healer but I think they need to make healers actually heal more first before all of that.
I know I know, this can’t happen because they would have to revamp 10 years of content but I can dream.
could work, wouldn't mind it I just personally think healing is most fun when you're actually making a active choice between healing and dpsing, this game lacks that.
Trinity system currently makes no sense and is fundamentally broken in this game Imo. When healers can keep up 100% uptime with no real struggle in 99% of content (they're not even needed in ultimates lol) It causes other roles to even be worse mainly tanks, like making use of your defensives for incoming damage and autos... but the game practically forces you to kitchen sink your defensives in high end duties or in casual duties you can usually just not think about defensives and just make sure you got one or two running at a time in AOE. Not like tank busters are a actual threat in anything that isn't savage.
Some DPS are less effected, but utility skills on phys range, Casters, some melees utility even become really not important... when in a system where that utility could have more impact if healers weren't designed to barely heal and only through ogcds which they have many of.
I get it we can't fully fix old duties? (I mean removing a lot ogcds would partly do that) But at this point anything below 70 isn't even fun in the first place for 80% of jobs, Personally I rather they focus on *new* content anyway if abilities over time are going to be took out and put back in later, that or they can actually overhaul older content to be fun in the first place
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