Hence a respectable base and an engaging ceiling. Problem is that WAR and EW SMN have the same base and ceiling and both are ridiculously over powered given how simplistic both its rotations are. It's very insulting
Hence a respectable base and an engaging ceiling. Problem is that WAR and EW SMN have the same base and ceiling and both are ridiculously over powered given how simplistic both its rotations are. It's very insulting
A video from a FFXIV player who "mostly" enjoyed the EW expansion but is very critical of the healer situation. His criticisms are very spot on. I recommend watching the video, or at least the healer section, to anyone who wants to understand the gravity of the situation with the Healer role.
Was Endwalker a Good Expansion by Rinon
https://youtu.be/-2x78A0f13Y?si=vdchKmWYiZDau3Ie
Healers are explained at 26:45.




Yes, we agree completely.What it boils down to with warrior and summoner isn’t that the average player feels that their job design is interesting or engaging, because the average player is not playing FFXIV for the combat system, and that’s the key distinguishing factor. Most people are here for the story and the aesthetic. Warrior and summoner just happen to be the paths of least resistance to experience those. It also helps that both are level 1 jobs. You don’t need to learn anything new at a later level like with red mage or dancer.
I just don’t think that’s a compelling argument for restricting jobs to that level. Because the average player doesn’t need a hyper simplistic job to get through all the core content of FFXIV. That same group of players had little difficulty getting through Heavensward core content despite jobs being a lot more technical. That’s why we should be seeking a happy medium where each job offers something to the players that are looking to engage with the game’s combat system at its level while still making it easy for the person not interested in the combat system to still cruise through core content smoothly. You know, what we had before Shadowbringers anyway.



Well we got 15 days now until the live letter and with it the job action trailer. I'm hoping what I'm thinking doesn't come true but these guys are predictable.


I remember a Mogtalk episode where it was him and Momo discussing healing in endgame, and iirc the general feeling was one of 'we could do with a couple more buttons in our DPS rotation, because we're going to invariably end up with downtime where healing is not needed'. Effectively, 'Stormblood again' was what they seemed to be looking for in raiding, from what I could tell. Which I agree with completely, SB had the best balance of 'optional 'more work more reward'', while keeping the healing floor (of 'don't let the team die') very accessible. The main flaws with SB was Lilies (which we as players identified as being a bad system before it even launched, followed by SE refusing to overhaul them until the following expansion), the insistence on the 'Pure Healer' aesthetic for WHM (causing it to be left behind somewhat in raids due to its 'niche' of 'it heals harder' being mostly unrequired), and on the player side of things, using ADPS as our 'parsing metric' instead of RDPS, meaning that AST became what felt like 'industry standard' for any PFWas Endwalker a Good Expansion by Rinon
https://youtu.be/-2x78A0f13Y?si=vdchKmWYiZDau3Ie
Shorten Dia to 12s, add Water/Banish to WHM with a 15s CD.
Readd Miasma as a 24s DOT, Shadowflare as 'place ground AOE under target enemy' causing a 15s DOT zone. Upgrade Energy Drain into Bane, causing it to be AOE and spread your DOTs
Delete Combust, add damage effects to every card thematically suiting each card's effect (eg Bole, good for tanks because of the mit, make it reflect damage based on max HP)
Make Toxikon actually interesting instead of 'the Ruin2 you get from Wish.com'
Start with 'Stormblood Plus' as the base for healer damage kits and see if it is well received by the playerbase, and if it is then you (the devs) know the direction to go with healers (something similar to tanks, where they get maybe 1 new damage button per expansion, and the already packed and functional 'role kit' gets trait upgrades, eg Sheltron became Holy Sheltron, Raw Int became Bloodwhetting, etc). And if there's a MASSIVE outcry about how this was a terrible decision, then next expansion roll back to what we currently have and try a different thing, like increasing the speed raidwides hit the party in all content (yes even EX roulette) by 200%, so instead of a raidwide for 30% of our HP every 30s, it's now every 10s




I've watched it, I agree with a lot of things, but do not share their optimism in the slightest, nor their obvious love for ultimates and artificially boosted difficulties, nor their agreements with designing easy jobs and hard jobs separately.A video from a FFXIV player who "mostly" enjoyed the EW expansion but is very critical of the healer situation. His criticisms are very spot on. I recommend watching the video, or at least the healer section, to anyone who wants to understand the gravity of the situation with the Healer role.
Was Endwalker a Good Expansion by Rinon
https://youtu.be/-2x78A0f13Y?si=vdchKmWYiZDau3Ie
Healers are explained at 26:45.




No, I wouldn't say that they're "spot on" , I would agree with some remarks I would also disagree with quite a few, as well as quite a few changes that he wants.A video from a FFXIV player who "mostly" enjoyed the EW expansion but is very critical of the healer situation. His criticisms are very spot on. I recommend watching the video, or at least the healer section, to anyone who wants to understand the gravity of the situation with the Healer role.
Was Endwalker a Good Expansion by Rinon
https://youtu.be/-2x78A0f13Y?si=vdchKmWYiZDau3Ie
Healers are explained at 26:45.
I also feel that he was commenting from the point of view of a raider, I would like to view changes from the point of view of players who want to be on their healer in multiple types of content without being told to switch to another job in order to have fun.




I think it's important to look at all--or at least as many forms of content that the game has to offer and craft and experience where every job can be as fun and interesting as possible for forms of content as possible, prioritizing the things encountered most frequently.
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.
Kinda late to the party but i do like Edengrace Robe of Healing on my WHM. At least it's a pretty potato sack.
Sometimes rumors are just... rumors.



The video is good but there probably a bit too much optimism on their part. I do agree that there needs to be a bit more job complexity than the current 20/80 split that is going between job and encounter design.
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