Probably a combination of 2 and 3.I've gone into this in a fair bit of depth in some other threads so I'll try to be concise. TLDR: I'd actually gladly take some fresh devs over what we have now. They might make things worse, they might make things better, but at least they would have some fresh ideas and the game would see a shakeup for it. The current job design team of 4 has had 1 member change since the release of ARR, and perhaps more importantly, it's never increased in size to keep pace with both the scale of the game and player base.
It's not really fair to blame this on the job design team themselves, either Yoshida is spending his budget badly, SE's bean counters aren't giving him enough money to invest into the team and actually hire the right people (Which will involve competing against potential gacha game bonuses) or Yoshida himself blindly thinks his team has everything under control and the current status quo is fine.
Bean counters won't increase budget and they're making bank on what they're doing, so why should they change?
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
Monsuta Man: "If you want more engaging content, go play XI"
Seriously, think that is many ppl are doing because I seen a $hit ton of threads with people trying to get past the Playonline Notorious Monster. Someone said the Digital Version was sold on the SE shop. My thoughts were they must have forgot XI existed and never restocked......
Employee: XI is out of stock
SE: Whats is XI? Oh.....so what?
But I digress.....
I was just pointing out that someone was trying to claim the devs were going back on their word to not diminish the "core" aspect of classes, and then using removal of dps spells from a healer as "proof." It's not a comment at all about the larger question of roles, just commenting that the example given was flawed.
Why cant dps spells be core part of a healer?I was just pointing out that someone was trying to claim the devs were going back on their word to not diminish the "core" aspect of classes, and then using removal of dps spells from a healer as "proof." It's not a comment at all about the larger question of roles, just commenting that the example given was flawed.
Dps spells (and buffs/debuffs...) are as core for the healer design as heals. They are what we do the most, those spells are the most demanded actions of the whole kit by design even at the highest level of content, the dps contribution is what gives most of the healer systems a meaning in the game (cards, lillies, aetherflow...) and they are the focal point of every tiny bit of healer optimization. They are as core as it can get and it makes perfect sense, you can't heal an enemy to death.
No, but I think that would be a fun mechanic that WoW has done a few times where you have to heal an NPC to full to complete the encounter. The healers do the majority of healing, but the other jobs get an extra action button to help with.
Except it’s not flawed. “Flawed” would be pretending you have any idea what Scholar’s identity was for the first 6 years of its existence when you’ve haven’t even leveled Scholar until 2021, barely a few months before Endwalker began.I was just pointing out that someone was trying to claim the devs were going back on their word to not diminish the "core" aspect of classes, and then using removal of dps spells from a healer as "proof." It's not a comment at all about the larger question of roles, just commenting that the example given was flawed.
Thing is they took away one of the few examples of that when they were reworking dungeons for trusts. Remember in the Aery you had to keep Estinien alive while he was surviving damage during the whole add phase of Nidhogg. Now that part is gone, and now we only have to two instances where you can heal enemeies to death in Shinryu ex with the dragon heads and DRS with the ghosts after the second boss.
Again I will just say this that Yoshi-P and his team are fools when it comes to healers.
It may be harsh what I'm saying but let's look at the history.
First we have the conception of astro from the start of heavensward or rather the middle part because I've had trouble looking for it but I remember hearing that the creation of Astro didn't happen until halfway through development of heavensward. We also saw the mess that happened for all the expansion and this brings out reddit post from an old healer main and how SE really just went overboard with the 3.4 astro buffs. https://www.reddit.com/r/ffxiv/comme...xt_of_endgame/
Then we had the first iteration of lilies in stormblood and look at the massive backlash they got for that. https://www.youtube.com/live/XIrfV_7kFSs?si=Iuq_6U1yGR9UFa2K here was the e3 2017 and he really can't comprehend it. It's at about 5 hours 30 minutes that he is talking about white mage and he doesn't even go into the rationale of why they went with lilies as they were. I know what he is trying to say in that we needed to give it a try but we already had a testrun with what Astro old spear effect was with cdr and that it didn't really work.I'm disappointed because S-E relies too heavily numbers buffs. Ability X potency is now increased. Ability Y's duration is now extended. Ability Z's cooldown is now reduced. These buffs are lazy, sloppy, and boring. They often fail to address the issues.
We also had the media tour with shadowbringers and all these interviews and very few healer questions. https://www.reddit.com/r/ffxiv/comme...h_yoshida_bit/
Last edited by Maltothoris; 01-01-2024 at 01:15 PM.
This clip, with the context we have now of 'actually, the players were right, it WAS bad design, and had to be completely changed two years later' is hilarious and sad in equal measure. 'Calm down and give it a try before you criticize it, you might be missing key information on how it works if you judge it without trying it first' does not cut it in a game where we can math out our potency output perfectly (due to the relative simplicity of how skill potencies work compared to other MMOs)Then we had the first iteration of lilies in stormblood and look at the massive backlash they got for that. https://www.youtube.com/watch?v=XIrfV_7kFSs here was the e3 2017 and he really can't comprehend it. It's at about 5 hours 30 minutes that he is talking about white mage and he doesn't even go into the rationale of why they went with lilies as they were. I know what he is trying to say in that we needed to give it a try but we already had a testrun with what Astro old spear effect was with cdr and that it didn't really work.
As a little aside, a cool thing you can do if you want to share a particular part of especially a long video is if you pause the video at the moment where you want someone to start watching, and go to "share," there's a checkbox at the bottom of the window that lets you start the video link at the particular moment that you're in for that video, and the link you share will then start whomever clicks it at that exact moment. It's not that important, but it's a feature I really took advantage of when I learned about it. I find it super helpful especially at work when sharing video references of things we might be talking about.Then we had the first iteration of lilies in stormblood and look at the massive backlash they got for that. https://www.youtube.com/watch?v=XIrfV_7kFSs here was the e3 2017 and he really can't comprehend it. It's at about 5 hours 30 minutes that he is talking about white mage and he doesn't even go into the rationale of why they went with lilies as they were. I know what he is trying to say in that we needed to give it a try but we already had a testrun with what Astro old spear effect was with cdr and that it didn't really work.[/URL]
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