Aye, something anything even slightly different is most acceptable even if it tis only a fun little gimmick. I was not at all expecting Square to link deeps to healing ever though so there was quite the surprise!Its blocked potency no ? The sage dealing damage part, so in the end no matter how much damage you do the healing doesn't change right ?
Iirc that's how it works, so yeah not really it's just a fun mecanics and maybe some heal will learn that you can DPS and Heal at the same time.
I am also not happy with the design of the healer- and tankjobs. I can fully understand why so many people refuse to play them. Which causes a huge lack of tanks and healers.
At current state, tanks and healers are crippled dps jobs with way more boring rotations than the real dps jobs. So why play a crippled dps job when the real funny dps job is just two mouse clicks away?
Cheers
It's kind of funny that they managed to merge the 2 1 1 1 1 1 1 rotation into one button for Sage.
Graphics
MSQ
Viper
Yoshi-P acknowledged this in one of the recent interviews (with MTQ), saying they're looking at giving healers more to heal through.It's not that we want complex dps rotations or that, it's the only real thing most people thought we actually had a shot at getting. Some sort of interesting interactions between abilities or interesting choices to make would make a lot of people just as happy, I feel. Or frankly, if we just had more unpredictable damage or unavoidable damage to heal more often so that we didn't have 3+ minutes of fight with no heals needed.
I am fine with the design of tank jobs as they are now-I do not want to see a return to the state of tanking prior to 5.0. If they did something like that I would probably drop tanking altogether.
As for healers, I think we've reached the point where we have enough healing abilities for just about every situation imaginable. I would like to see more buffs, and damage abilities especially for scholar, whose only other unique damage ability besides their nuke/dot/aoe is Energy Drain. Get rid of it already and give us an attack that uses the faerie gauge instead, which for whatever reason is only consumed by *1* ability in 6.0.
https://youtu.be/8uFvDXs-rLk?t=228
how's that "fool me twice" saying goes again?
My only problem with this argument is that healers have so much downtime otherwise. If they made healing harder, I'll be all for thatHealers not having many DPS abilities is intentional because some healers like to just heal and SE wants to support their freedom to focus on healing. They don't want to pressure them into doing damage when that isn't the role they chose.
Tanks lacking some of the DPS complexity of a DPS is intentional because in raid content, tanks have a lot of things to focus on including boss positioning and repositioning, keeping space for DPS positionals, protecting the party with party mitigation, tank swaps and tank busters and a lot of tank-specific mechanics or non-tank mechanics that are dumped on the tanks so DPS don't have to do them. They are also doing a lot of the mechanics the rest of the party is doing.
I've played tanks for many years and tanks are currently in a really good place and I don't see the problem with them at all. They are really fun in raid content and really fun to do big pulls with in dungeons.
Same thing for tanking.
I'm just some guy...
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.
You will always have those people who perform below the absolute minimum requirement, even if you lower the minimum requirement they will simply do even less.
Best example is healers, doing both dps and healing was apparently too complicated for people so SE simplified it, now you have an overabundance of powerful healing abilities and your dps has been reduced to two buttons (one of which you only press every 30 seconds). Did this fix the issue? No, you will still find people who never press those buttons, never doing dps and letting people die because they never use their powerful healing tools, instead resorting to spamming the two buttons they had since level 10.
You could reduce that job to two buttons "Big heal" and "Big damage", the former being an oGCD aoe that heals for 100% with no cooldown and the latter being a instant cast GCD that deals damage with no cooldown, and I guarantee you there would still be people who only press the heal button.
There is more pressure to dps when we have so much downtime and it's only 1 button. If dps is as easy as pressing 1 over and over, you should absolutely be slamming it in every single spare moment. If there's more to heal and doing dps involves a few more buttons, people will be understanding if just healing the group takes most of your focus. Even now however, expectations of healers to do damage isn't that high. This imaginary "pressure" is in peoples heads.Healers not having many DPS abilities is intentional because some healers like to just heal and SE wants to support their freedom to focus on healing. They don't want to pressure them into doing damage when that isn't the role they chose.
Tanks lacking some of the DPS complexity of a DPS is intentional because in raid content, tanks have a lot of things to focus on including boss positioning and repositioning, keeping space for DPS positionals, protecting the party with party mitigation, tank swaps and tank busters and a lot of tank-specific mechanics or non-tank mechanics that are dumped on the tanks so DPS don't have to do them. They are also doing a lot of the mechanics the rest of the party is doing.
As for tanking, you're deluding yourself. It's the easiest role in the game right now. I see this argument a lot from tanks who want to believe they're playing a role that requires a lot skill. Pointing the boss the right way, pressing a cooldown for tankbusters 3 times in an 8 minute fight, pressing provoke and remembering Reprisal exists are not rocket science when all you're doing is 1-2-3 in the meantime. Don't get me wrong, there are good tanks and knowing the class makes some difference, but it's not a demanding role to learn.
Right now, they have dedicated dps designers and dps are designed well. Many of them are really easy to pick up and you can perform reasonably well even as a casual player. However, they also have room for optimization and a skilled player can push even further from the classes and will be engaged. Tanks and healers are easy to pick up, which is fine, but it just stops there. There's almost nothing to master.
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