Gonna try a different approach because I want feedback to get through. Which means to get the devs onboard to know what it is they should focus on as concerns, I'm gonna format this by noting some positives and then negatives.
Some positive
I think the core philosophy behind Evolved Mode — consolidating buttons, limiting redundancies, and really pushing job fantasy — is a fantastic direction for the game going forward.![]()
I also love the idea of every job getting a signature “Limited Action” that screams job fantasy, like the cool new jump Dragoon received. For White Mage, something like a large party-wide barrier (inspired by Y’shtola and the Lalafell White Mage from the 1.0 trailer) would feel incredibly satisfying and on-theme.
Some Negative
The main things I hope get addressed for White Mage are making sure we keep Assize, Thin Air, Asylum,and especially Cure III.
Cure III and Asylum in particular are vital parts of the White Mage toolkit because they let us heal groups of players who are far away — like in split-room mechanics or when one healer is down and the party is split across the arena.
Removing or not consolidating those would make certain encounters much harder to handle without forcing everyone to stack awkwardly. Which would limit encounter design.
Assize and Thin Air is also key for MP recovery in longer fights. These aren’t just random buttons — they’re how White Mages actually keep people alive in real raid situations. Recovery for resurrecting dead party members or recovery for whitemage who died themselves.
Some Positive
That said, White Mage in its current form is genuinely a lot of fun, especially when AoEing mobs with Glare IV, Assize, Misery, and Holy.
I also think the new Evolved Mode loop with Plenary Indulgence turning your heals into Solace/Rapture to build the Sanctuary Gauge is a really strong idea. It gives lily usage actual intent and decision-making instead of just spamming them for Misery, which feels like a genuine upgrade.
Some Negatives![]()
Keeping White Mage’s damage simple is totally fine, as long as it still feels dynamic.
For example, Aero/Dia could be automatically applied at the start of the Evolved Mode combo string.
By the time you finish the full combo, it would refresh itself naturally. At full Sanctuary stacks it could even become a multi-DoT effect for extra reward. That would give the simple rotation some satisfying depth and intent. In Reborn Mode, Aero/Dia could simply stay as its own standalone button like it is now.
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White Mage can (and should) remain simple and approachable for new players, but please remember that its healing options aren’t “intimidating” — they’re a core part of its job identity and what makes the fantasy so satisfying for longtime mains.
Thank you for reading and for all the hard work on Evercold. I’m really looking forward to more details and hope these concerns can help make White Mage feel as good as it can be in both modes.
Everyone I'd urge for discourse in this thread to front load positive remarks in equal share with negative remarks - Thank you your cooperation will be greatly appreciated in conveying a proper message.
EDIT - additional words to Mr. Prime
As the conversation has been developing in this thread, I've thought of something to ask for as inspiration that isn't directly feedback but is still in line with those ideals.
Inspired by your own Evolved mode, how Whitemage now presses Plenary to unlock or "Evolve," one could say their standard GCD High Cure and Medica into Solace and Rapture specifically.
I believe that if Assize and Thin Air will no longer be available for Whitemage. And with Evolve mode being an almost alternative specialization. As was shown with Dragoon.
We could return the ability "Cleric Stance"
Blackmages have a damage phase with their fire spells and a mana recovery phase with their ice spells.
Why not have a new Cleric Stance that for a temporary window, converts High Cure and Medica, not into lily using Solace and Rapture, but rather; All new abilities which serve as a means to deal burst damage, heal slightly but recover MP.
translate to Japanese
I believe now is the time where we should seriously be giving old abilities taken away a serious look.
Bring Cleric Stance back (But not as we knew it) make it a mana ramp burst phase that allows players to attack and heal.
Pressing Cleric Stance turns Medica into Assize and High cure becomes...
FLUID AURA (This new fluid aura, is a single target damage spell, that will apply just Aquaveil onto party member with the highest enmity, however, 5% of the 15% mitigation regenerates Whitemage MP)
Bring back Protect (but again not as we knew it)
As a Limited Action. Similar to Dragoons High Jump, which allows us to create a smaller bubble we channel that will do heavy party mitigation. To embrace the Whitemage Job Fantasy that was shown but never given in 1.0 FF14 trailer and shown many times to be used by Y'shtola in the MSQ.
All these things can be added to Whitemage. While keeping the new control scheme. Simple and Satisfying.
Whitemage is a simple job. I think Reborn mode as Whitemage is already approachable for those who want to heal.
If your intent is to make that job easier to use, add a bit of spice! Make Whitemage have a simple but satisfying burst window for damage. A healing phase, and a burst phase.
Anyway, just a personal suggestion. Please consider it and the other well organized thoughts of the great people contributing to this thread.
And again, thank you very much for your hard work!
Please read the feedback also provided by Users "Jovakim" and "BlueMageQuina" on page 9 of this Thread!
https://forum.square-enix.com/ffxiv/...r.-Prime/page9



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