Except it isnt. Sage has the same if not more limited damage tools than the rest of the healers and the whole throw a shield and get a dps skill (addersting) is so underdeveloped that is ignored for the majority of time, only being relevant in downtime where you can efficiently get those stacks.
Sage is not a step in any direction, Sage is a Scholar clone with a coat of paint
Dont get me started. The newest Blu update was such a god damn joke we got one good new spell with Goblin Punch and ZERO REWARDS FOR EDEN. Instead they locked a blu weapon behind crit savage dungeon SOMETHING THEY ALREADY HAVE SAID BLU WILL NEVER BE ALLOWED TO DO. God I am not excited for the DT Blu update and beastmaster is also going to be a complete joke.
The last time I actually considered was Doma castle after the first boss when I pulled through the two cannons and the healer lagged behind, causing us all to die. Granted, I should have realised such much earlier and popped Living Dead premptively. But it was clear to me that the pull might cause issues, but that was admittedly less a healing issue and more a movement issue.I think you're approaching this from the wrong perspective. Wall-pulling is not devaluing healers, it is a symptom of the fact that healers are devalued. The mere fact that it's not just possible but expected shows that the encounter design is not putting focus on healing as an activity.
Or to think of it another way - when was the last time you had to carefully consider your pulls because of concerns that the healer(s) would not have enough healing output to keep the party alive? Or, how often is available healing the limiting factor of an encounter (e.g., "heal checks")?
Yes, wall pulling means we'll have to heal a bit (and maybe more if it's an at-level/not mega-sync'd dungeon) - but even then we're DPSing more than we're healing, by a long way. If party DPS is high enough most WHMs won't have to heal at all since Holy has a stun attached.
And really the same encounter design issues are affecting tanks too. When was the last time you had to focus on threat generation so the DPS or healer(s) didn't pull aggro? When have you had to focus on damage mitigation (either for yourself or the party) more than your DPS rotation? Threat generation is a joke - you just turn on tank stance and slap an AoE DPS ability and you've got everything welded to you. Damage mitigation in most cases consists of just hitting a single cooldown. Your role is homogenized as well - only the tank jobs actually get decent DPS rotations to have something to do. We just keep up a DOT and spam one ability.
Another one is Stone Vigil where I pulled into the first boss. I was curious how it would end. I reached the boss, but it didn't end well admittedly.
Satasha it happens sometimes too where I pull into the first boss, but that is more manageable admittedly.
Darkhold I tried too recently pulling until the second boss. Wasn't the smartest decision either.
The Shisui one is fun, but there is little risk of dying, admittedly and fairly healable.
Ala Mhigo works at times. It is more of a bet there depending on how reliable the healer is, but that is once again more a movement question.
But these are all older dungeons, and you are right that the newer ones don't allow for them. I think I remember Troia had one too, though, but I could be wrong.
Outside of that, I expect healers indeed to manage 2 group pulls.
Studies can be misinterpreted, flawed, etc. People cite studies but don't know that most studies can't even be replicated. In this case I suspect something is happening there because it's not like XIV is on a considerable upward trajectory or anything. It did hit a pandemic high but, as with the rest of FF the audience hasn't widely grown. I wouldn't say pumping the game full of accessible content has been a slam dunk, nor is homogenizing and simplifying every job. I don't think you need to cater only to midcore or hardcore players strictly, but rather design content and jobs that have options to satisfy an array of players. That's where XIV is currently failing in its respective roles. It is becoming all or nothing, all braindead jobs in every role.And this is the problem with all games especially multiplayer that attract large audiences, they need to keep the base content as doable as possible or risk losing that subscriber, it's easier and more beneficial to attract new players to your game if they can do alot of the content independently, the sad thing is as this does affect older players because they get too used to it and get bored or feel its too easy, sadly its been proven with past titles that if you aim solely for the hardcore playerbase you will lose out even the guy who only logs on once a week is just as vailuable as Timmy who logs on 14 hours a day 7 days a week.
This is why you see more accessibility and homogenization, it wont get better as studies apparently now say people dont want to put the effort in to their games.
Aside from that I'm not sure about your assertion that they are catering to new players to begin with. As I was saying, the jobs are tuned for the very top end player. The casual encounters are tuned for the newer player maybe. So what you're getting is unbalanced jobs in mostly dull encounters. What I'm saying is, that thr tuning of the jobs for Ultimates ultimately does not translate to a fun casual game, especially since the casual encounters are mostly dull.
WAR is only one example. Maybe its sustain is needed in Ultimates (though that's been contested) but it absolutely breaks 80% of the game. The state of healers is another.
Last edited by Turtledeluxe; 06-20-2024 at 12:28 AM.
Honestly I just want to see all jobs reworked for more interaction, DPS, Tanks and Healers are all in the same boat, and quantity doesnt equal quality. Sage is in the same boat as every other job, but its is more hemoginzed because its DPS abilities also heal the Target with Kardion on (usually the tank but im sure you knew that).Except it isnt. Sage has the same if not more limited damage tools than the rest of the healers and the whole throw a shield and get a dps skill (addersting) is so underdeveloped that is ignored for the majority of time, only being relevant in downtime where you can efficiently get those stacks.
Sage is not a step in any direction, Sage is a Scholar clone with a coat of paint
For Casual content, healer kits are way over bloated with healing abilities... Even with most Extreme trails, usually if you have to cast heals other than Medica 2, Aspected Helios, Succor or Adloquium something's generally wrong because you have so many options to heal, a good chunk of them being oGCD even.
All damage from bosses is generally either completely negligible or completely avoidable, and if you don't avoid it, it usually is just an instant kill in harder content so heals won't save you there. But that's more of a fight design issue than a role issue...
But for the buttons, there is the narrative that they don't want to add too many things to the class to avoid overwhelming beginners, but it already has too many things... And most of those things are just different heals, some more useless than others... Like as a WHM, I can use Plenary Indulgence to make my Medica overheal more, such a needed feature.
This is week 1, the nuke is still by far the most used action (add or give 10-20 casts of the aoe GCD depending on the fight, it doesn't change much). Not even there healers are engaging because the damage profiles in XIV are predictable as fuck, party support is too spread and the high end fights have so many body checks that recovery is starting to stop being valuable.
You may find reclears boring on other jobs (and even there you have to admit healers are more boring, leaving us with maybe 1-2 fights per tier with mild engagement for 1 week, amazing design) but the biggest difference and what makes the other jobs far better is how they reward job mastery with better gameplay.
If you play a dps proper mastery of the job mechanic, combos, whatever feeds into the job systems, allows you to break more often the monotony of the filler rotation and have more engaging gameplay. Healers work the complete opposite, to begin with the jobs barely have mechanics when it comes to healing, almost everything is generic and more often than not there is no resource management involved, but also the mastery of those lackluster job mechanics and cooldowns reward you with more filler making your rotation more repetitive and boring. It's a textbook example of what not to do to create a satisfying gameplay loop
Last edited by WaxSw; 06-20-2024 at 12:29 AM.
properly mastering healing is mastering the healing kits and the fight. this image means literally nothing without telling us which fight this actually pertains to and it just means you're seeing an optimized healing parse. our fun comes from planning ahead and recovering from mistakes. it's not a textbook example of anything other than the role rightfully not being for everyone
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