Yeah, it's easy to see that the class design team are DPS mains. More so DPS mains who've played as DPS in FFXIV, so they've made changes to jobs that take into consideration how the game is designed (I.e. They've reduced the effect of missing positionals considerably given that encounters don't always allow for free usage of positionals because of static bosses and mechanics that force movement)
So there's this fairly well designed set of DPS jobs, even if their balance is a little iffy at the higher levels.
As such, they copy/paste'd this design over to the tanks and slapped on a few defensive CD's and some enmity and called it a day.
But then for Healers... They get confused. Since it seems that they still think that FFXIV healers are the same as healers from other games, in which they spend their time healing and occasionally weave in a few attacks during downtime in damage.
Though, it's hard to outright blame them for their healer design, because you can tell that they tried. Like, FFXIV's healers actual healing kit is fantastic and if it was in any other game it'd be a well designed kit. It's just that it is so very out of sync with how encounters are designed in FFXIV.
Which is honestly the biggest issue with FFXIV's jobs. The way that encounters are designed. The fact that they're 90% a game of DDR and then 10% predictable unavoidable damage spikes (Be they Tankbusters or Raidbusters), all of them. Every. Single. Boss. From dungeon to trial to raid. All the same.
This singular design, does not lend itself to Tanks, nor to Healers. It lends itself to DPS whom have a Defensive CD or a Healing CD. I've said it before, but with this sort of encounter design, you may as well just delete the "Tank" and "Healer" roles and just give everyone Rampart and Assize while balancing them as a DPS. So whomever has aggro pops Rampart when the Tankbuster comes and people can pop Assize when the Raidbuster comes. With how much actual interaction there is from these roles currently it'd hardly be any different.
Encounter design needs to be revamped from the ground up if they want to be able to design Tanks and Healers to actually be Tanks and Healers as opposed to the meme worthy "Blue" and "Green" DPS. There should be far more consistent damage, leading to Tanks actually thinking about maintaining mitigation uptime and alleviating pressure on healers during periods of AoE damage. While Healers should be needing to use more resources on healing and focusing on maximizing efficiency of MP versus how much needs to be healed. With then job design focusing more on conforming to this new direction, with Tanks having more focus on active mitigation and chaining CD's to cover periods of damage, while Healers having more focus on utilizing different kinds of healing skills and knowing when it's necessary to pop a big oGCD and when they can get away with a Cure II cast instead (Also, the Cure I and Benefic I procs being actually relevant in any content in the entire game at all).
So yeah, while it's easy to shout about how poorly Healers have been designed, I think that the root of the problem is the encounter design that has simply not evolved to a point where it allows for the support roles to actually be designable.



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