Astro mains should be happy in 2 years they will get gap closer
Astro mains should be happy in 2 years they will get gap closer

Look, everyone, it's all explained here, we just didn't read it correctly: https://eu.finalfantasyxiv.com/jobguide/battle/ I quote:
So now that there are no wounded companions and our help with mitigation is not needed, our job is quite obvious - start spamming Esuna and revive, they have even reduced the cooldown on Swiftcast to make that easier!!Code:Healers use restorative arts to mend wounded companions. They can also help to mitigate damage, remove detrimental effects, and even bring fallen allies back to life.
Jokes aside, casual looking for a non-healer job to main in DT, hit me up with suggestions, thanks in advance![]()




Play the one true healer, WARLook, everyone, it's all explained here, we just didn't read it correctly: https://eu.finalfantasyxiv.com/jobguide/battle/ I quote:
So now that there are no wounded companions and we our help with mitigation is not needed, our job is quite obvious - start spamming Esuna and revive, they have even reduced the cooldown on Swiftcast to make that easier!!Code:Healers use restorative arts to mend wounded companions. They can also help to mitigate damage, remove detrimental effects, and even bring fallen allies back to life.
Jokes aside, casual looking for a non-healer job to main in DT, hit me up with suggestions, thanks in advance



If I were to guess, they dont get super emotionally about the changes. Let me quote a popular post from a japanese player.It's just...confusing why they want healers to just be healers in a gameplay environment that has repeatedly proven to not be designed with such as the top priority.
It wouldn't surprise me if the sole reason Eurkrasian Dyskrasia got nerfed from the media tour was because of their whining.
ヒーラーの場合、味方の技量の影響が大きいと思う
もし味方が全員完璧に動く事が出来、タイムラインによって決められたダメージしか受けなければ
ヒーラーの仕事は決められた時間に決められたスキルを使うだけだ
それはとても単純なDPSロールになる
もっとも通常のコンテンツでは実際にそうなる事は少ない
味方のミスをフォローする為にタイムラインには無い回復や蘇生を要求されることになる
ただし高難易度になるほどミスは許容されなくなる
その結果我々がフォロー出来る範囲が少なく1つのミスがパーティを崩壊させリスタートしてしまうことになる
半壊したパーティを立て直すことはヒーラーの腕の見せ所の一つだが
高難易度になればなるほどその機会は失われる
つまり私の不満は一度のミスが取り返しのつかない結果になるコンテンツのデザインだ
普段は退屈でも味方がミスをした時にフォロー出来るような役割であると嬉しいAnd honestly, they're not wrong either. I'm not sure if I want to sit there and spam my GCD heals until I'm depleted of MP, but one thing is certain. If you use heal GCD's, you're dealing no DPS. And no matter what content you do, providing no DPS means longer fights. And we all know the toxicity when players are underperforming and fights taking ages.I think the skill of your allies has a lot of influence when it comes to healers. If all your allies can move perfectly and only take damage as determined by the timeline. The healer's job is just to use a certain skill at a certain time. It would be a very simple DPS roll.
But in normal content, that's rarely actually the case. You'll be asked to heal or revive people who aren't on the timeline to follow up on mistakes made by your allies. However, the higher the difficulty level, the less mistakes are tolerated. As a result, there's less scope for us to follow up, and one mistake can destroy the party and restart it.
Rebuilding a half-destroyed party is one of the healer's greatest skills. The higher the difficulty level, the more opportunities are lost.
So my gripe is the design of the content, where one mistake has irreversible consequences. I'd be happy to be in a role that's usually boring but can follow up when an ally makes a mistake
It doesn't mean that healers should have nothing to do, though. There should be a few more layers for management, so you can be a useful companion - when basic content becomes a snooze fest.



I went for Dancer because the proc-based rotation is scratching the itch of semi-randomness I'm used from Astrologian. I'm having a blast and I'll be raiding as DNC in Dawntrail.Look, everyone, it's all explained here, we just didn't read it correctly: https://eu.finalfantasyxiv.com/jobguide/battle/ I quote:
So now that there are no wounded companions and our help with mitigation is not needed, our job is quite obvious - start spamming Esuna and revive, they have even reduced the cooldown on Swiftcast to make that easier!!Code:Healers use restorative arts to mend wounded companions. They can also help to mitigate damage, remove detrimental effects, and even bring fallen allies back to life.
Jokes aside, casual looking for a non-healer job to main in DT, hit me up with suggestions, thanks in advance



I agree with them. I have way more fun healing Dun Scaith than I have your average Savage/Extreme past the progression phase. It's chaos and more people mess up, giving me something to do.If I were to guess, they dont get super emotionally about the changes. Let me quote a popular post from a japanese player.
And honestly, they're not wrong either. I'm not sure if I want to sit there and spam my GCD heals until I'm depleted of MP, but one thing is certain. If you use heal GCD's, you're dealing no DPS. And no matter what content you do, providing no DPS means longer fights. And we all know the toxicity when players are underperforming and fights taking ages.
It doesn't mean that healers should have nothing to do, though. There should be a few more layers for management, so you can be a useful companion - when basic content becomes a snooze fest.
I‘m not sure if this still holds true, but I think they have no dedicated Healer in their job design team, do they?
Just remembering back when Yoshi-P and the team showed us the new PVP mode and nobody played healer. Or when they did a „surprised pikachu face“ when people were pissed and wanted a new healer when dancer was revealed to be a DPS. They seriously don‘t care about the role and it shows![]()
That feel when the carbon monoxide poisoning hits...
+++
That might be the reason, job swapping is a key feature this MMO has over most other ones, so from Square-Enix's point of view, any job that's inaccessible is "doing it wrong" and needs to be adjusted to work in lock-step with the others, with regards to their respective roles anyway. I mean, I know I don't care to play things like AST/MNK/SAM/BRD/BLM because I find them hard to use (conversely, I don't like WAR/WHM because they're *too* braindead). And while I can certainly swap off, that's still 7 jobs I leave to level up last via solo content because I don't like playing as them otherwise (and before anyone asks, no I don't see the changes coming to AST/MNK/BLM making me change my mind on them).Not only is the difficulty curve all kinds of messed up due to the over-accessibility of the game and jobs, I have to ask why does every job have to be accessible to everyone?
This game has the advantage of allowing the player to swap to any job without starting a brand new character. So why does it matter if some jobs are a little more inaccessible to the average player? Why is it so imperative to make every job simple so that everyone can play all 19 (soon 21) jobs?
Of course, this raises the question of why SE would make an entire role unfun to play in the case of healers... but then accessibility seems to be the priority and not necessarily entertainment value, hence how we also ended up with overtuned tanks as well because they wanted *more* people to be *less* intimidated by the role. I'm not rightly sure what the solution would be either because "just make things harder" is more likely to drive folks away from a role (if not the game), and if the bulk of jobs became complicated, you'd have a lot of people only playing the select few that aren't because the risk of failure isn't worth the supposed "reward" that others claim to find by playing a hard job.
It's a case of I don't want to step on the toes of those wanting something more dynamic and challenging, but I don't want to get filtered out of more content than I am already, and SE being unsure how to appease both because as this topic shows, you can't lower the bar too much or you render not only jobs but an entire role completely defunct, but if they make a role too intimidating and overpower it as compensation you'll just end up with people making "beat endgame with 4 White Mages" videos instead.
The only thing I remember about the team and healers is when they had to find a new healer for testing their dungeons, because the one they were using cleared a Savage, so they needed a lower skill healer. And man, does it show that they balance content around a lower skilled player...I‘m not sure if this still holds true, but I think they have no dedicated Healer in their job design team, do they?
Just remembering back when Yoshi-P and the team showed us the new PVP mode and nobody played healer. Or when they did a „surprised pikachu face“ when people were pissed and wanted a new healer when dancer was revealed to be a DPS. They seriously don‘t care about the role and it shows
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