If you are basically unable to see them, there must be a reason. Maybe you should think about cleaning the mechanics that are causing you to die, maybe.
Whe need more option with raise for normal dungeon.
Its allways a pain, when the whole group is failing. Because only one player didnt managed the mechanic (ok, i have less that problem in the 90er raid, because, the Paladin can act as asubstitute healer by Boss fights, if the healer dies).
It would take away pressure of the healer.
Make it like in Eso. Where everyone can ress with a soul gem.
FF has phoenix feather (it even exist in f14). Make it buyable and usable in-fights.
With maybe a 3-5 Minute CD.
Because you physically cannot “take anymore pressure off the healer” without straight up deleting the role; healing is already the easiest role by a country mile considering every other job can basically their role for them anywayWhe need more option with raise for normal dungeon.
Its allways a pain, when the whole group is failing. Because only one player didnt managed the mechanic (ok, i have less that problem in the 90er raid, because, the Paladin can act as asubstitute healer by Boss fights, if the healer dies).
It would take away pressure of the healer.
Make it like in Eso. Where everyone can ress with a soul gem.
FF has phoenix feather (it even exist in f14). Make it buyable and usable in-fights.
With maybe a 3-5 Minute CD.
If the healer is bad that’s something you have to work with, not just decide to ignore them and do it anyway, this is an MMO, why are we trying to invalidate a third of the holy trinity
We've already invalidated two-thirds of the trinity, and this process started three expansions (seven years) ago. A lot of modern games have moved on towards an action MMO format with everyone doing damage and relying on either personal defensives or consumable charges to keep themselves up. Healers didn't object initially because they were content to play a simplified version of caster DPS in a role where half of the players either weren't trying or just didn't know how to deal damage. It's just become a lot more obvious to everyone else since Heavensward. It's a bit late to be showing remorse.
That's not a caster problem, though, and raise shouldn't be used as justification for a dps imbalance. I would much rather them just turn 'Potion' and 'Phoenix Down' into timer-based role actions across all DPS jobs, and just give everyone rDPS parity. If it ends up being a major issue they can adjust either the recast or the number of uses based off of fight difficulty.
We really haven’t remotely invalidated tanks or DPS in this game, just given all of the healer responsibilities to the other roles and if they want to move that way they need to stop forcing you to bring 1 of each role at a minimumWe've already invalidated two-thirds of the trinity, and this process started three expansions (seven years) ago. A lot of modern games have moved on towards an action MMO format with everyone doing damage and relying on either personal defensives or consumable charges to keep themselves up. Healers didn't object initially because they were content to play a simplified version of caster DPS in a role where half of the players either weren't trying or just didn't know how to deal damage. It's just become a lot more obvious to everyone else since Heavensward. It's a bit late to be showing remorse.
That's not a caster problem, though, and raise shouldn't be used as justification for a dps imbalance. I would much rather them just turn 'Potion' and 'Phoenix Down' into timer-based role actions across all DPS jobs, and just give everyone rDPS parity. If it ends up being a major issue they can adjust either the recast or the number of uses based off of fight difficulty.
Tanks have largely lost their positioning responsibilities, the mitigation checks are uninteresting, and the second tank feels redundant a lot of the time. They have it better off than healers, sure, but that's not saying much.
But again, let's be fair and keep this focused about caster issues. General Discussion and the Healer subforum is already saturated with discussions about this never-ending plight, and most of the competent players have migrated from the role already.
They already hosed this up a long time ago and it was back during Stormblood. And if you think removing Res is going to magically and mystically make anything better, you're lying to yourself.
The whole point of doing a class system in the first place is to have unique classes each with strengths and weaknesses that aren't as good at some things than others. When you get away from this, whole point of a class system, the class system becomes pointless.
This used to be really good in this game and it's slowly going into the tank. Example... Back in HW, BLM was really good at single target while SMN was really good at AoE, so whenever you had any situation where there was a lot of AoE needed SMN came out on top.... but then if you had a lot of Single Target DPS needed BLM came out on top. It depended on how you designed the Raid as to which one was best at it. In Alexander for example SMN came out on top of AoE 8-mans where there was a lot of mobs, while the BLM did in the DPS check single target stuff. Same when a given 8 man required a lot of Movement vs one that didn't need as much. It all depended on the situation as to which one would be better.
Another thing I think they really screwed up on which is in line with this... was when they removed subjobs in Stormblood.
One thing you could guarantee back then was that everyone would definitely have at least 2 different classes leveled. So if one of your jobs wasn't up to the task you just reverse your sub/main and the other class could cover it. So you were never at a complete impass if your normal main was bad at the specific content you needed to beat.
It was this type of thing they really wrecked with some of their short sighted decision making... which in turn really sucked a lot of the flavor out of what used to be a very rich and diverse environment/world.
It would have been very easy had they not suddently had their AoE hatred flare up in Stormblood and nerfed the crap out of it in favor of single target.
They could have easily kept BLM at Strongest Single target, with SMN at strongest AoE... and Red Mage could have been slipped between them both and Res would never have even been a factor.
I'm just going to say it, this is even more homogenization among jobs, everyone is now doing the same DPS and has the exact same tools.We've already invalidated two-thirds of the trinity, and this process started three expansions (seven years) ago. A lot of modern games have moved on towards an action MMO format with everyone doing damage and relying on either personal defensives or consumable charges to keep themselves up. Healers didn't object initially because they were content to play a simplified version of caster DPS in a role where half of the players either weren't trying or just didn't know how to deal damage. It's just become a lot more obvious to everyone else since Heavensward. It's a bit late to be showing remorse.
That's not a caster problem, though, and raise shouldn't be used as justification for a dps imbalance. I would much rather them just turn 'Potion' and 'Phoenix Down' into timer-based role actions across all DPS jobs, and just give everyone rDPS parity. If it ends up being a major issue they can adjust either the recast or the number of uses based off of fight difficulty.
I just really dont want em to mess with my job, because idk what id play if they take that from me as well...
I think that there is no justification for dps imbalances between DPS jobs, irrespective of subrole. If it's a utility problem, find other utility skills that provide benefit to balance the utility discrepency. If there's a difference in mechanical difficulty between the two jobs, then develop new gameplay challenges so that each job offers its unique skill progression.
There is absolutely no personal benefit to me supporting this viewpoint, and there's no loss in me reinforcing the status quo if that's what you want. I have no interest in raising people, my chosen job comes with personal self-sustain and defensive tools already, and I'd rather just do more damage. I just think that it's strange that half of the casters and all of the physical ranged jobs are treated as less valuable when it comes to rDPS potential.
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