You are 100% correct but forgot 1 thing,they just care for the money. If it's so profitable why invest more in to it. If any thing you start to see the cut 3ven more things as it go.developer! FF14 becoming SEs most profitable game its way past time for them to hire a dedicated dev for the tank and healers.
The fact that SE has made it this far with the classes leaving them to the devs who play DPS, who have stated they do not like playing tanks and healers has come a long way
Some of the classes for tank an healers are done fairly well while, others have been left behind with broken and mismatched skill and combos and lackluster abilities. (Enhanced Unmend)
Yoshi P said in an article...
"You all know just how hard things were for us with the original Final Fantasy 14," Yoshida said in reference to the game's launch. "Since then, we were able to transform the title into one that provides a major contribution to our company's profits."
He continued: "It's perhaps unbecoming of me to say but in terms of our business, we've been able to achieve great success. Moving forward, we're going to spare no expense with our investments to ensure that this game continues to be one which our players can enjoy."
So hopefully SE can spare no expense on the team that makes this game and gives us a tank and healer dev to push those classes into a more fun way for players of all play style from casual to veteran.
Alot of this comes down to fight design and the 'level of the fight' (dungeon/extreme/savage/etc.) The kits should be balanced around what the devs expect someone to do in Savage content. Who knows, with the abundance of extra mitigation added for healers and a tanks short cooldowns getting buffed, you might expect some bigger hits. However, take that same kit, which is balanced around Savage, and put it in a dungeon scenario, then suddenly, you are far stronger relative to the difficulty of the content.
They could make dungeons harder, but could that then prevent the lower skilled players from completing the dungeons? At what point do you balance it and, irregardless of how it is balanced, unless you make them savage level, your kit is going to be too good for the dungeon.
It is a careful balancing act that needs to be handled with care. You want to keep things interesting for the higher skilled players, but you don't want to alienate the lower skilled players either.
this game has neither healer or tank jobs, look for other games if you want one
the reality is xiv has 4 hybrid dps/tank jobs and soon 4 hybrid dps/healing jobs, all of them focus on dps part more than their special role. you may have your fantasies about how the job is supposed to play, but frankly it's no different than something like rdm refusing to do melee combo because it says "magical ranged" on the character screen - noone is interested and it's borderline griefing
Last edited by AikenDrum; 10-17-2021 at 10:54 PM.
The issue here is that SE and Yoshida seem to be the ones under some misguided fantasy of how these jobs are 'supposed' to be played.this game has neither healer or tank jobs, look for other games if you want one
the reality is xiv has 4 hybrid dps/tank jobs and soon 4 hybrid dps/healing jobs, all of them focus on dps part more than their special role. you may have your fantasies about how the job is supposed to play, but frankly it's no different than something like rdm refusing to do melee combo because it says "magical ranged" on the character screen - noone is interested and it's borderline griefing
Personally, I don't care what direction healers go in as long as they do something to prevent me pressing one single button 100+ times a duty.
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~
The entire game design has to change to get proper healing and tanking jobs here, it's never gonna happen ^^ Might aswell be asking for fps machinist gameplay or sekiro samurai, it's just silly ^_^
I think the stat squish was probably the best shot they had at retuning things so that healers have a wider envelope to require more healing without just making DPS drop dead the moment casual Timmy blinks.
But yeah, unfortunately you are spot on. The likelihood of that actually happening is slim at best. Bleeeeeh =/
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~
Which is ironic considering the game itself tells you to dps instead of just standing there if there's nothing to healThe issue here is that SE and Yoshida seem to be the ones under some misguided fantasy of how these jobs are 'supposed' to be played.
Personally, I don't care what direction healers go in as long as they do something to prevent me pressing one single button 100+ times a duty.
If you're referring to the Hall of the Novice it's so horribly out of date that it gets more wrong than it gets right. And the one where they do mention that they SCREAM at you if the tank loses even a sliver of health.
Nah, there are a few other times beyond that where it comes up in quests and other dialogue too. The most prominent being the WHM job quest has an NPC saying something like "I just want to heal. I'm good at that." And she (and the player) are encouraged to
They dont need to make Healers DPS complicated, just more interesting than spamming 1. AND they dont have to make it a huge DPS increase either.
example:
Stone/Glare has a 35% chance to proc a... (picking a name here) "Water Jet". Water Jet normally does 10 potency less than stone/glare (but has 0.5s less cast time?) but under a proc, does 10 more potency than glare/stone.
This would roughly let healers press another DPS button every 6~ seconds, and for those who dont want to be focused on DPS, this barely effects their total DPS.
in short, all healers should have another GCD they press every 6-10 seconds. and that REALLY is all you need to avoid boredom. (while also making the DPS gains minimal.)
also, regarding tanks, DRK just lacks anything interesting, that u could consider a "fun toy". PLDs cover, and full on invincible can be considered fun. (along with clemency for small man/solo content) i used to enjoy inner release, but WAR at least has a "time your DPS for healing bursts" which isnt so much a toy, but is a mechanic that can be fun. (WAR is 2nd to last in this regard)
GNB has its own invincible, and its near death experience also adds a reason to link it with its own regen/shield. (depending on the scenario. but this also puts it under PLD, as its just a reskinned PLD skill with less focus on "fun") A lot fo fun toys have been removed from the tanks over the years, so pretty much only PLD retained most of its own.
Most DRKs said TBN, but thats just thrill of battle. some said its shorter recast time, but thats not really a "fun toy" so much as u press it 1-2 more times than ToB.
Some say the pet is DRKs fun toy, but imo, theres nothing to do with it, and u cant use it when u want really. its just a DoT.
The only thing DRK has going for it, is its Aethetics. including the "DoT" i mentioned. its just a flashy DoT. (And imo Reaper has even better aesthetics/animations by a butt load)
Last edited by Claire_Pendragon; 10-18-2021 at 12:34 AM.
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