With their track record, they're going to buff tank healing to compensate for all the Healer mains stopping playing Healer.
With their track record, they're going to buff tank healing to compensate for all the Healer mains stopping playing Healer.
To be fair mathematically this tier was undertuned even before the buff
PCT’s is just the logical conclusion of the “everything centres on the buff” meta
If they nerfed PCT it would just be another CD based burster who would become the problem as Cd Based busters are just objectively better than gauge jobs in this game
This is what I'm trying to get people to understand. There are different types of players and the player types that would gravitate to the DPS role are rarely the types that would also overlap with the support roles. Sure, there are people who play all roles comfortably, but that is not the majority of the playerbase, most people tend to stick to one role and only dabble in others or not touch them at all.But yeah, I'm not even sure if giving current DPS jobs a "dual role" would get me in there being a "Ninja dodge tank" or "Machinist turned Chemist", or how the idea of dumping healing/mitigation responsibility on DPS is just going to make me avoid playing those jobs that got saddled with it. I mean, compared to my fondness for NIN and MCH, I don't really like playing MNK and BRD as-is, and wouldn't you know it, they've got more support skills than most other DPS. At *best* I like playing RDM as well, but Raises are not a constant thing I need to do (or at all most of the time), and I use my Cure about as much as the healers get to ...and that's kind of the problem with the role right now, isn't it?
You simply cannot entice a DPS main to become a healer main in large enough numbers to justify cutting off a large number of veterans. Further simplifying healers would only just make more and more unsatisfied healers while not even guaranteeing an influx of new healers. In fact, we've had quite a few new healers asking if the role ever stops being boring, so their approach has very clearly failed.
Although, you might manage to entice some DPS mains over if you rework healers into jobs with deep complex rotations and big damage that just pulses out healing passively, but what's the point of the role at that point?
it didnt really weaken over time as much as was run over by a bus, then had its limbs amputated and then shot to death before it had a chance to really work.
probably because it was too stressful.... or some other BS
#FFXIVHEALERSTRIKE
My theory has been that it did manage to feel considerably different when they originally planned it out but it fell apart when the savage/ultimate devs shortened Dosis to 1.5sI had assumed that was what SGE was supposed to do, be the "DPS healer" but it doesn't seem like that was the case, and it plays virtually identical to the rest from what I've read around here.
But that was brought up before as well, that the game *could* have it's super-simple healer (likely WHM), while the other three have differing levels of complexity or just be different *period*, same with how even for a DPS main like myself I obviously don't enjoy *all* DPS jobs because I don't jive with their mechanics or rotation. As much as people bring up homogenization, most DPS at least *feel* different even if the total numbers coming out of them are identical otherwise (broken SMN traits aside), healers don't get that benefit though, where even the whole "pure vs. barrier healer" thing seems to have weakened over time.
Eukrasia, Phlegma and Toxicon would've meant much more at least
Last edited by Azurarok; 09-29-2024 at 11:15 PM.
As much as I like SGE aesthetically, it utterly failed in its very concept though. Needing to press dps spells to trigger not-Regen's heal is redundant if I'm spamming said dps spells anyway. By that logic, even AST is a "dps healer." Toxicon also sounds good on paper, being similar to TBN, but in practice it's just an instant cast Dosis. If it at least left a dot or something it may be more interesting but I digress.
My guess is they were too afraid SGE's damage would need to be on par with tanks (or higher) for the "damage-to-heal" niche to work, and we can't have that.
I honestly get this vague feeling that SGE was meant to be something more than what we got, it was probably closer to what Yoshida mentioned it would be back in the concept stage.
But then one of the team probably said "Wait a minute, if SCH hard, why SGE also hard?", and then the rest of the team nodded their head in agreement and lobotomised SGE.
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