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
T7 was a huge pain in the ass, but honestly I’d also say it was perhaps one of the most creative fights we’ve ever had in the game. I miss when they made crazy mechanics like having to get the cyclops (Cyclopes?) petrified to hide behind it.
Implementation wasn’t great (which is a bit of a theme for ffxiv) but in terms of creativity it was on a different level to what we see now. Though that arguably applies to a lot of Coil at this point.
The devs are simply making the same mistake over and over again.It's been the exact same issue at ShB and EW releases. I rechecked rdps history again to make sure I'm not speaking out of biased memories:
- 5.0 Eden's gate, the gap between ranged (not BLM/SMN) and melees is 10% (12% for BRD).
- 5.1 Eden's gate, the gap is reduced slightly to 8% (still over 10% for BRD).
- 6.0 Asphodelos, the gap (not BLM) was 8.5% (and 13% for MCH...).
- 6.1 Asphodelos, the gap is reduced to 5% (and 8% for MCH...).
It tends to normalize down to 5% ish in latter tiers each time which makes me think they'll also reduce the gap this time once more at least for 7.1. The real question is why does this keep even happening every time?
They made the same error in patch 7.05 when they massively buffed all melee classes while giving ridiculous buffs to ranged DPS.
Instead of slightly nerfing one job, they chose to buff everything else, further worsening the game's balance.
They did the exact same thing in patch 6.05 when Reaper was strong, and they didn't even bother to adjust the HP of the Savage bosses to reflect the changes they made, which explains the absence of DPS checks.
It's a revolving door; they're never sure of what they're doing and keep repeating the same mistakes.
Now the gap is too large again—the ideal difference should be 5% below melee, and not beyond that.
That and steps of faith being the most creative trials we ever got. (And honestly from a set piece and build up to Heavensward story standpoint the best narrative one we got.)T7 was a huge pain in the ass, but honestly I’d also say it was perhaps one of the most creative fights we’ve ever had in the game. I miss when they made crazy mechanics like having to get the cyclops (Cyclopes?) petrified to hide behind it.
Implementation wasn’t great (which is a bit of a theme for ffxiv) but in terms of creativity it was on a different level to what we see now. Though that arguably applies to a lot of Coil at this point.
Man, similarly Steps of Faith was an absolute pain ( those bloody cannons lol ), but honestly it was still fun for how ridiculous and creative it was as a trial. I don’t even think it exists anymore?
Because it's unrealistic to believe they will nullify the tax for ranged DPS and Caster with resurrection.
They've been going in this direction for several expansions now, and despite requests to remove the tax, they've consistently given a major DPS advantage to melee.
There's no chance they'll suddenly change direction.
So, to start, having 5% less DPS would already be much more acceptable than 10-13%.
Last edited by remiff; 08-16-2024 at 10:13 PM.
PCT is on top for M3S, so it's pretty obvious how easily fight-specific uptime considerations can overturn those numbers. The real question is why doesn't MCH top PCT instead on fights with melee downtime. PCT should really be at the middle of the pack when it comes to DPS after you account for its utility and mobility. Does the director and producer always need to have a caster job to raid on at the top of the charts? When is it Physical Ranged jobs' time to shine?
I hope we are also punishing not melee SMN with utility for its ridiculously easy rotation and the fact you can functionally play it as a physical ranged because of its disgusting disconnection ability
If the whole “complexity and mobility equal damage” then VPR should be down with SMN considering it’s basically the second easiest job in the game and has infinite mobility
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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