


We just get to pretend it ended with a Seraph Strike



While it's true that some people can barely handle the current design (saying most players can't handle it is a huge stretch), that doesn't mean that they should keep going with uninspired job design that bores a lot of players.
We shouldn't have 'baby's first healer' design slapped onto every job in the role because Jimmy Freecure struggles with clearing savage with full tome gear 2 months after the tier released.




In theory, you should know how to play your job after playing it for 100 levels worth of content. Too much to ask for some people, I guess.




The playerbase basically becomes exactly as skilled as the job needs them to be. When difficulty is on the floor people will play to the floor. The game gives you no incentive to improve beyond a functional baseline (hell healers as reverse incentive as it’s more fun to play a healer when either you or your party sucks)
If you are a casual healer main/common healer player what incentive do you have to improve beyond medica 2 spam. If you are a savage healer your incentive to improve is to press broil more often, it’s why I stopped healing in savage
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
FF14 never had any inspired designs at any point. Maybe a lot more cluttered, convoluted, and filled with poorly designed and outdated ideas.While it's true that some people can barely handle the current design (saying most players can't handle it is a huge stretch), that doesn't mean that they should keep going with uninspired job design that bores a lot of players.
We shouldn't have 'baby's first healer' design slapped onto every job in the role because Jimmy Freecure struggles with clearing savage with full tome gear 2 months after the tier released.
FF14 always had a bad job design from an MMO standpoint, probably because they tried to adapt and translate existing jobs and their spells from their previous games into an MMO counterpart and failed at it. The battle system always was clunky, uninspiring, and unrewarding regardless of the role/job.
Increase damage received by party members by 50% for not having a healer in the party. Call it a passive shield protection that's always active when a healer is present. Give them a split rotation for attacks.





Given how they’ve been treating the jobs as of recently, I’d say they’re sooner to implement a system to deny rewards at all if you’re not running with 1/1/2 or 2/2/4 comps than to give us anything at all lmao.


I’m preparing myself mentally for our jobs to be “merged” with the mobile game jobs to make it easier to maintain.
We get an aoe dps button, a group heal button and a flashy LB button that rezzes all and heals all every 90 to 120 seconds.
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