Remember when Eureka was delayed to 3.1 or whatever because the dev team nearly killed themselves working on HW? I 'member.*cracks knuckles*
It's almost embarrassing to admit it, but I've got close to 20 years of experience healing in MMOs with a 4 digit magelo profile to prove it. Google up my name and you'll see my exploits in various early end games such as Planes/Sleepers/Kerafym's Lair in Everquest and Kings/Sky in FFXI.
More importantly, I've actually worked in games development (For the likes of Bullfrog up until their end in Chertsey) so I've got pretty solid experience of how these things tend to pan out.
I'm not sure I'm the one making this into a life or death problem here sir, nor am I stomping my feet. I'm simply highlighting an issue that's been apparent to me for some time now.
Honestly, it's actually quite impressive how unintelligent someone must be to actually white knight against a suggestion that could only ever improve not only the game, but also the quality of life for it's development team. Yoshida himself has regularly commented about how hard he works and I don't doubt him one bit, I suspect his team also works just as hard behind him. It could be a case of Yoshida stubbornly thinking his Team has it under control. But honestly, it's more likely to be a case of SE's finance department (The beancounters I mentioned) keeping a very tight leash on the game's HR budget, especially with the move to full voice acting.
So yeah, go take your silly white knight nonsense elsewhere. The grownups are trying to talk here.
Thanks <3
Off-topic but hold up, you worked for Bullfrog? Like, the people that made Magic Carpet? That game was a big part of my childhood.
Magic Carpet was before my time there but yep. I was there in the days of DK2, Theme Park World and left after the PS2 port of Quake 3.
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~
I remember reading somewhere that HW was only slated to have DRK and MCH as the newest jobs but they added AST in at the last minute...and if that's actually the case, frankly it showed with how poorly designed that job is to this day. The spell effects of AST are gorgeous and I love the job's overall theme, but the Sect system is lazy and terrible and was a really strong demonstration IMO of how overwork really stifles the dev team's creativity when it comes to new healers.
what you bring up is sad and actually very telling. I mean if there's only 4 people to do it, you're going to run out of ideas rather quickly. While I very much agree that this is a consistent problem for the healer role and that they should get looked at first if more people are added, it shows in the other roles as well.
I’m thinking the primary issue MUST be due to a lack of personnel/finances rather than lack of creativity; these forums represent a nigh unlimited source of ideas that are completely free to the development team. Plus, from an executive’s perspective, the growth and popularity of the game are evidence that people are really enjoying FFXIV, giving them a rationale to not add resources. I imagine that It would take a significant hit to their bottom line for them to consider bolstering the content development team.
Necro bump, though this is sadly still relevant in a way. Regardless, been debating this exactly topic elsewhere and am curious if anyone happens to have a link or source to where the dev team lists their "main" roles? Can't seem to find it googling around. In general, just want more exact info on the dev team lacking a dedicated healer lead.
Last edited by ForteNightshade; 11-14-2021 at 07:18 PM.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
Its gone now but the messages to the players thing at one of the recent live events, one of the job design team posted and he was a drg main.
what I did note was that there was next to no one in the entire dev team that made those posts that mained a healer. There was one on whm and another on sch.
I don't know if this is a resourcing issue instead of a philosophical / design issue.
When your constraints are:
-Incoming damage is low, because we cannot stress weak healers.
-Incoming damage is choreographed and avoidable.
-Healer DPS rotations must be brain dead, because we cannot stress weak healers.
Half a person or a boatload of people won't make much difference. "No healer left behind" doesn't leave much room for experimentation.
Even if a dev came back to their manager's manager and said that they personally were bored, the odds of completely reworking the game are pretty low.
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