It's a classic case of players don't know what the fuck they want or need.Honestly somehow the JP collective forums makes even less sense than the EN forums, of course nothing is a monolith and often there is clashing opinions but JP seems to be way more uniform than we are
They don’t want more damage buttons on healers, but they also support the disgustingly high sustain on tanks but they also want more to heal despite the fact that you could multiple succors potency by 10 and it still doesn’t change the fact the tank doesn’t need you and never will because you can’t outscale bloodwhetting
What are these people doing in an average dungeon and what are they actually trying to get out of healers because it makes no sense to me, “lazy sylphie” gets about the closest but I still don’t get it
Meanwhile, Pld and War sustain is so high they enable 0 healer comps in the highest difficulty content. But hey, better buff them because Drk did a whopping 200 dps more and mr streamer got his ego checked.
If this trend continues, where tanks become unstoppable gods, then i'd start to expect seeing these 0 healer comps more in Dawntrail.
It is a problem that needs to be addressed but people get up in arms about nerfs to jobs that have become comically overpowered. (Looking at Warrior and Paladin) And will advocate to buff Drk and Gnb's sustain to match them instead.
But hey, i'm sure 5 more potency to your glare and DoT and a new shiny healing button you don't need will help, right?
Last edited by GoatOfWar; 02-08-2024 at 07:26 PM.
A bit of a tangent and off topic at this point, but while there are certainly things I'd "adjust" on individual tanks and the role as a whole (which plenty of people would undoubtedly read as "nerf"), I'd prefer if straight up nerfs came secondary. My biggest gripe with WAR isn't the power of it's kit, but the fact that you get, quite literally, everything in that kit for absolute free with zero work involved. It's genuinely boring. Their beast gauge might as well not even exist, because they just get spenders for free, too. It's the primary example of devolving job design, and something every tank (and healer) suffers from. It's almost a shame that job gauges even still exist at this point in the game, because every time I look at them, I'm reminded of how they're both designed to represent a job thematically, and yet play such a miniscule part of in that job's overall kit.Meanwhile, Pld and War sustain is so high they enable 0 healer comps in the highest difficulty content. But hey, better buff them because Drk did a whopping 200 dps more and mr streamer got his ego checked.
It is a problem that needs to be addressed but people get up in arms about nerfs to jobs that have become comically overpowered. (Looking at Warrior and Paladin) And will advocate to buff Drk and Gnb's sustain to match them instead.
The game desperately needs job design to be more focused, and more creative, with each job's core mechanic(s) involved throughout the majority of their kit, and to even have more than a single job mechanic. The fact that BLM has somehow managed to avoid being lobotomized tells me the devs KNOW this is an issue, and they KNOW how to avoid it. They just won't.
To be fair with PLD self-healing is that their dps is majorly affected should they stop to heal themselves with Clemency. Also, Holy Circle and Confiteor combo heals only once regardless of the number of trash hit... *cough* Blood Whetting *cough*It's a classic case of players don't know what the fuck they want or need.
Meanwhile, Pld and War sustain is so high they enable 0 healer comps in the highest difficulty content. But hey, better buff them because Drk did a whopping 200 dps more and mr streamer got his ego checked.
If this trend continues, where tanks become unstoppable gods, then i'd start to expect seeing these 0 healer comps more in Dawntrail.
It is a problem that needs to be addressed but people get up in arms about nerfs to jobs that have become comically overpowered. (Looking at Warrior and Paladin) And will advocate to buff Drk and Gnb's sustain to match them instead.
But hey, i'm sure 5 more potency to your glare and DoT and a new shiny healing button you don't need will help, right?




PLD barely needs clemency, the healing on the mage combo and on holy Shelton puts them within striking distance of WAR
The striking distance must be very far and wide since you barely need to heal a WAR to the point that you are doing exclusively mashing your dps spell.




you barely need to heal a PLD either, PLD’s healing is just more spread out, when you heal a PLD you never feel like you need to heal them because they never lose health; WAR just pinballs between almost dead and immortal
fair enough. Let's just agree that both vanilla tanks are easier to heal than the remaining 2.![]()
Player
That's why I specifically said "without any of the interesting class mechanics", because if you strip those away you end up with the most barebones gameplay imaginable.




It really is odd because their philosophy doesn't hold up to scrutiny whatsoever. If I had to guess, they want enough to a system in place to feel as though they're contributing but nothing with much inherent risk once you delve deeper. To be entirely fair, that isn't necessarily unique to JP either. If I were to credit SE's healer design for anything, it'd be how they've built the entire foundation off little more than an illusion of choice. Healers at face value, look as though they have a massive amount of depth, what with all your oGCD tools and GCD options. And to a newer player, it will absolutely feel overwhelming at first. I suspect why we see such a huge disconnect is you really only begin noticing the cracks in that foundation once you start optimizing. Not to speed kill levels or 99% but just that little nudge towards being a more skilled player.The fact that square enix bends to this design is just so stupid though
You could “make the content smoother” by giving every healer an AOE benediction with zero cast time 70% mitigation and cost No MP while every tank had an endless invuln and the DPS could two tap the boss
Where does the pursuit of this philosophy reasonably end
On a pure anecdotal side, I've been playing with some more casual friends recently and it's certainly been interesting to see some of them not only heavily rely on GCD healing but get frustrated their co-healer isn't healing. At least from their perspective. What's interesting is that none of them are inherently bad players but either risk averse or simply haven't tested just how much work you can get out of oGCD, especially in easier content. In general, the sheer amount of healers who still believe people will die without Regen/Medica II is shocking. It all goes back to the illusion you need healing more than you actually do.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
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