So the shield healers, whose gimmick is preventing damage, are behind the pure healers, whose gimmick is restoring damage, when it comes to restoring damage. Um......
The game being balanced entirely around the difficulty mode a vast minority of players ever even touch seems like it's kind of an issue in the first place tbh.
Why? If every job is balanced for the hardest content in the game they will all be more than adequate for everything else.
No because its also tailored for the better players then, so everyone not as good (not even bad) cant play remotely this bad. For example I really suck at healing but its fun every now and then, yet i can deal with most things... most "pro" healers complain its too boring while basically everyday i encounter so terrible healers that really try but just cant... it would hurt the game too much if all of those need to straight up quit their job and go dps or something... giving us even less healers (or tanks)
Imo the game should never be tuned after stuff thats mostly premade...
You are not talking about job balance at this point though.No because its also tailored for the better players then, so everyone not as good (not even bad) cant play remotely this bad. For example I really suck at healing but its fun every now and then, yet i can deal with most things... most "pro" healers complain its too boring while basically everyday i encounter so terrible healers that really try but just cant... it would hurt the game too much if all of those need to straight up quit their job and go dps or something... giving us even less healers (or tanks)
Imo the game should never be tuned after stuff thats mostly premade...
If you're not playing a job to remotely its full potential, though, how would you even know what its actual throughput is?
Balancing around anything much lower than the 80th percentile quickly becomes a pointlessly chaotic endeavor because you're then balancing for the average contextual impact of mistakes rather than balancing the job toolkits, changes for which require foolproofing jobs more so than the kits' potencies or the like, else the moment the job that previously faced the most or largest mistakes simply becomes the new "OP must nerf!" job the moment they better learn how to play. And if you foolproof every job, what actual gameplay is left with which to attract players except for visual spectacle. The game already has little enough besides.
Job balance sucks at the moment
don't defend it because you are a fotm meta main or just have no idea what you are talking about
Hybrid taxes are a dumb, archaic concept. Instead of deliberately lowering jobs damage, they should just give all dps some form of utility, and strive for equal damage.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.