Never said it was? the point is that healers are so redundant that raising is the only thing they're "useful" for nowadays, and even that isn't exclusive to the role.
*edit* even if raising was exclusive to healers, it's a "just in case" button, not something that will inevitably happen all the time.
Last edited by Allegor; 06-13-2024 at 11:10 AM.
This post is several pages back now, but I wanted to point out that FFXI had a solo instance to break the level cap at lv 70 against the NPC Maat. This fight, the tactics used, and requirements to win changed based on the job you faced him with. This is not an argument against you, but rather an expression on how fight design in solo instances could be made to exemplify and distinguish the roles from each other. The dev team wouldn't even have to make the solo instances different for each job, but rather based on the role. They could do this if they really wanted to. This would have been fantastic when facing Zenos at the end of EW.I doubt it. For one thing, every job has to be able to clear the solo content of the MSQ in a reasonable amount of time and with only a modest level of skill. So "tanks" and "healers" need to have decent DPS, and DPS needs some survivability. Unless you want the kit for a job to change radically when you enter multi-player content, this inescapably leads to the roles of the trinity becoming less distinct.
Now, this was present in the form of job specific questlines prior to ShB, and they went away from it in favor of role quests, but this happens only once per expansion. I am not saying the dev team has to do this for every solo instance in the game, but it would be nice to see it used more often like once per patch, or even every other patch as a show of good faith that they care about the longevity and integrity of the trinity. This would go a long way towards showing healers that they are valued.
Last edited by Gemina; 06-13-2024 at 11:24 AM.
Oh neat more Youtuber coverage: https://www.youtube.com/watch?v=E0w0gQjIFUY
~Mew
~~Thank You Niqo'te
And some written coverage too: https://www.thegamer.com/final-fanta...trail-changes/
Honestly, they could rather easily tune the story duties to be role specific by just making the incoming damage higher for healers/tanks so you actually have to use your abilities to survive.
At present though, doing them on healer/tank just feels more boring but faster because you have virtually no risk of death and less buttons to push but the boss has less HP and will likely die faster.
All coverage is good coverage but it really does seem like this guy was extremely quick to narrow the entire scope down to “world 1 ranked WAR cleared the dungeon is this the hill you want to stake your claim on” when that’s really not the point of the problemOh neat more Youtuber coverage: https://www.youtube.com/watch?v=E0w0gQjIFUY
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
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