


It honestly just feels like they designed Kardia to be a tacked on mechanic for the player only. Alphinaud does not apply Kardia, and IIRC, neither does Fourchenault during the final role quest.If you look at how various cutscenes depict a Sage Doing Their Thing(tm), their identity is clear: blocking incoming attacks via barriers. The implementation of the job simply doesn't embrace it fully.
(And as a related observation, Kardia gets essentially zero screen time. Alphinaud stops attacking to heal Allisaie in the opening trailer... Not to mention the comic absurdity that would be Sharlayan running its medical wards by sending doctors out into the local fields to laser wildlife to death.)




Kardia is just Eos. Sage is the Dr. Mario of FFXIV. A character that is literally just heavier Mario, but with a lab coat, one different special move.
Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.



SGE doesn't get a cool theme song and a Tetris knockoff



Having picked up white mage recently, this is the most noticeable to me. For the majority of the fight I'm spamming Glare over and over again with the occasional Dia and Afflatus Misery. There's no need for me to heal that much either because most of the "midcore" content is just so easy. Not exactly the most riveting gameplay.DPS
Healers have far too few DPS abilities for how much time we spend DPSing in FFXIV. Healers do not need to have as many ways to attack as DPS jobs like Black Mage or Red Mage, but they should have a few more options that are unique to each healer. Look at the tanks for example; tanks are not DPS, yet they each have a larger variety of attacks that help make their offensive gameplay feel dynamic. Additionally, different tanks approach DPS with different levels of complexity, and the same can be done with healers. Much like how Warrior is a more simple tank, you can also have a more simple healer, but on the flip side, we should also have something like Gunbreaker, a more aggressive and fast-paced offensive healer. Before the release of Endwalker, you mentioned how during Sage's development, your team had looked at feedback of healers wanting more attack options and tried to explore those options with Sage, but the end result was far too timid of an approach. Why not be bold with Sage? Take a risk with a more aggressive healer design while approaching the other healers with more caution and see how it's received.
The Legends of the Titanmen lives on, a shining example of the power of compassion and the ability of people to make a difference in the world. A reminder that even in the darkest of times, there is always hope, as long as there are heroes like the Titanmen who dare to do good deeds in Eorzea.




That’s basically the collective problem the healer forum circles the drain on near daily because people continue to misunderstand our intentionsHaving picked up white mage recently, this is the most noticeable to me. For the majority of the fight I'm spamming Glare over and over again with the occasional Dia and Afflatus Misery. There's no need for me to heal that much either because most of the "midcore" content is just so easy. Not exactly the most riveting gameplay.
Whether you would prefer healers to be constantly healing to the point you can barely eek out 10 glares in entire encounter or lean more heavily into 14’s design as healers being accomplished casters in their own right the problem e it’s that the current design is equally terrible for both groups right now. People who want to heal are expected to contribute large amounts of damage and people who like the fantasy of healers being accomplished casters get to deal with the most boring rotation known to man
Square refuses to commit to either group even though it’s perfectly possible to actually make both groups happy if they would actually put in a shred of effort to designing healers then we just circle round and round as every 4-5 days like clockwork someone comes on here and goes “if you want to do DPS play a DPS”
Nothing ever goes anywhere
At this point I have no doubt that the “if you want to do DPS play a DPS” arguement is purely to stir the pot.



We have to accept that there's a segment of the player population that has only ever known ShB healers. Some of them are probably horrified at the prospect of keeping track of a timer that's lower than 30s, some are probably feeling stressed out that they're being told by their party to spam their 1 key and are terrified at the prospect of a party forcing them to do a MNK rotation while keeping them alive.
Both are of course pointless fears. Nobody expects a healer to have perfect DoT uptime, not even currently where you only have 1 that lasts 30s. And nobody wants an entire DPS job rotation transplanted onto a healer job, nobody has ever asked for that to my knowledge, the most that people asked for was for WHM to take inspiration from BLM, not to grab the entire BLM kit and slam it into WHM's kit.
I mean, 1 spammable spell and 1 dot every 30 seconds, for 86 levels, is bad game design no matter how much people want to twist it to make it justifyable. "You're a healer, your job is to heal not dps" then give us something to heal. People mostly only want more dps buttons because the option to increase healing requirements so we actually heal more has already been shot down (ironic huh?), so right now you can only either spam that 1111111 or stand there doing nothing (or spam heals when the tank is at 97% HP to make believe you're being useful when even you yourself know all that is just wasted healing)



Let's be fairer here, both options were shot down by Yoshi P himself. But time moves on, maybe he had a change of heart. They did attempt a healing requirement increase in Abyssos, they went about it in a bad way, but I digress, they did try. Perhaps they'll try giving us more damage options in Dawntrail, one can dream.I mean, 1 spammable spell and 1 dot every 30 seconds, for 86 levels, is bad game design no matter how much people want to twist it to make it justifyable. "You're a healer, your job is to heal not dps" then give us something to heal. People mostly only want more dps buttons because the option to increase healing requirements so we actually heal more has already been shot down (ironic huh?), so right now you can only either spam that 1111111 or stand there doing nothing (or spam heals when the tank is at 97% HP to make believe you're being useful when even you yourself know all that is just wasted healing)





At this point, I'd straight up rip the bandage off and tell people that healers are designed to make duty finder queue pops faster. Don't worry about actual healings, people love playing WAR/PLD and will 100% do your job for you. You can look pretty, /gpose, /beesknees while your party deal with the dangers out there for you!
A plus design from a small indie company. I'm so grateful /s
"Outside obvious jokes/sarcasm, I aim to convey my words to the future readers who may come across mine posts. Can I change -your- mind, somehow? Potentially... but that's not why I'm writing. You and I have wrote our piece(s). We don't necessarily need to change each other's mind. But we can change other's."
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