Right. And the dev’s answer to that is a 120-second cool-down oGCD offensive ability on every healer. Based on current design they’ve technically fulfilled every requirement people are asking for. Created dps variance between healers for skill expression (pressing buff buttons is apparently ‘skill expression’ to devs), gave more dps options, some are DoTs, varied with Psyche being 60 seconds, WHM’s being 3 stacks. Oracle is…there, I guess.
I’m not really sure what Blue Mage has to do with the healer role as a limited job. Unless you’re saying ‘If you want to think about using abilities just play a limited job!’, which I’ll admit I certainly wasn’t expecting. I mean, I guess, but I’d prefer being able to do actual content lol.
The more we follow the path of ‘conforming to current design’ the more we eventually end up exactly where the devs are at now.
- healers need to dps
- needs to be accessible, mp-friendly, unaffected by healing
- can’t create too much skill variation
- (theoretically) the dps options cannot exceed those of the dps role.
- Optional dps abilities that experienced healers can use to gain an advantage
= stick all the potency into a super-filler, super-dot, and make an optional dps skill for healers to hit every so often.
Technically all of those points already do exist in the current design. It’s just that they’re extremely boring and uninteresting in execution. But, the question is whether that makes any difference to the developers. I imagine they’re at the point of ‘who cares if it’s fun if it’s easily balanced and accessible?’.
The only way the developers can ever get out of the design corner they’ve pushed themselves into is by making changes overall anyway.
If they stick to the current design then we just get them saying:
- Healers can’t heal too much because that’s not accessible
- Healers can’t dps too much because then they won’t heal
- Healers have (presumably) limited design space / ability amounts.
- Make the healer dps super limited and heal kit expanded and everyone become filler bots
- Make the healer’s healing kit super limited and everyone becomes Cure bots.
- Doing both means more balancing for poor indie developer SE.
No matter which way you turn you’re just going to run into a brick wall with current design anyway. I don’t think any amount of changes purely to job design in a vacuum will change that, and it goes for other roles too (tanks, phys ranged). And I mean, it’s ultimately worth considering whether SE is ‘willing’ to continue the sacrifice of player engagement over job accessibility; all signs point to yes. Unless they make ‘major’ design changes anyway
Squishing a reply in to this now giant post to avoid double posting lol. I mean, I don’t have any issues with healers having offensive abilities in a vacuum. Things like DoTs make sense, but I’d also argue there are other aspects associated with the ‘healer’ role like buffs/debuffs, healing gcd vs oGCD usage, MP management and requirements, etc. My issue with the system is that basically outside of ultimates none of them are going to matter anyway leading us down a spiral staircase of bad healer gameplay. And with those changes I’d like to hope we can actually start to see interesting and varied skills with interactions and actually requiring some thought, rather than just taking what we have now and ‘stretching it out’. Like, 2 DoTs with debuffs that are mutually exclusive so you have to deliberately rotate application based on which one you want, is much more appealing to me than ‘4 DoTs that do damage’.



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