On the other hand... Some healer do struggle even in dungeons.It's also just a consequence of the toolkit being horrifically overpowered, and fight design needing to be massively overtuned to challenge the horrifically overpowered toolkits. Which in turn gets to a point where healers need to have simple rotations, because anything more than simple and most healers start failing the binary pass-fail mechanics that the fight design has turned into from a healer and tank perspective. Fight and job design go hand in hand, and unfortunately the devs have chosen the worst possible fight design for both healers and tanks, and are now starting to choose the worst possible fight design for their game, but especially for how casters have been designed up to this point.
So on one hand we're totally busted, on the other... apparently it's not enough to some players?
I think it's more that if your DPS is bad, in most encounters it just means the fight takes longer.
If your healer is bad - and tanks are not self-sufficient - then you wipe. This would be fair design only if the DPS being bad also wipes you, meaning even trashmobs come with an enrage timer basically. Which would be okay for me, so long as it's relaxed enough?
I think in this particular case though, FFXIV's strict avoidance of true hybridization of roles rears its ugly head, though: If no class was really only ever one job only, then your one healer dying in a dungeon fight wouldn't be an issue anyways: Maybe the Paladin is half-healer anyways, so is the Red Mage, who can also rezz. Maybe the tank dies and the Monk or the Sage can take over for that, etc etc.
Hearkens back to ARR in a way with how the pre job stone classes worked. I enjoyed trying to play DPS and healer at the same time, so I wouldn't be totally opposed to something like that returning. That kind of utility should be costly for a non healer though. Significant MP use and maybe long cast times as well.I think in this particular case though, FFXIV's strict avoidance of true hybridization of roles rears its ugly head, though: If no class was really only ever one job only, then your one healer dying in a dungeon fight wouldn't be an issue anyways: Maybe the Paladin is half-healer anyways, so is the Red Mage, who can also rezz. Maybe the tank dies and the Monk or the Sage can take over for that, etc etc.
I was more commenting on the idea that the overloaded healing kit not being enough for bad players who don't know how to utilize it.I think it's more that if your DPS is bad, in most encounters it just means the fight takes longer.
If your healer is bad - and tanks are not self-sufficient - then you wipe. This would be fair design only if the DPS being bad also wipes you, meaning even trashmobs come with an enrage timer basically. Which would be okay for me, so long as it's relaxed enough?
I think in this particular case though, FFXIV's strict avoidance of true hybridization of roles rears its ugly head, though: If no class was really only ever one job only, then your one healer dying in a dungeon fight wouldn't be an issue anyways: Maybe the Paladin is half-healer anyways, so is the Red Mage, who can also rezz. Maybe the tank dies and the Monk or the Sage can take over for that, etc etc.
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