It's the 'ol Mcdonalds business strategy:Try to attract as many customers as possible. Make it as cheap, simple and accessible as possible, even at the cost of the product.Thats because they've backed themselves into a corner with the over focus on baance, simplicity and accessibility, they cut off so many options to branch the jobs out but instead have shoved the all into a tiny corner and left them nowhere to go..
it's the same with all the roles. and its a result of increasingly shallow design choices, because any form of depth or complexity is seen as too difficult. the onlything that matters is dps. debuffs and buffs are a joke, resources are a joke, emnity is a joke, mitigation is largely a joke. outside a very small% of content. everything is designed to be far to forgiving, oh i missed rampart for that tank buster. oh well doesnt matter, 1 heal and whatever regen effect will still heal me up before the next chunk of damage.
so many iconic elements of final fantasy games dont exist in XIV which is strange given t hat yoshi is trying to pull in players from all the single player games,,, but the game lacks any of the elements that make the single player games fun and interestig, interesting buffs and debuffs, the elemental wheel, diverse jobs and roles, diverse monsters that require diverse stategies to beat. this boss hits hard but hits slow.. this boss is evasive as hell need to blind him, this boss boss is super fast lets slow him down.
in XIV a level 90 super GOD has the exact same defence and armour and resistances as a level 1 lady bug.. the only difference is how much hp they have.. and all those iconic elements dont exist so players of the single layer games come in see how shallow it really is and get bored..
all shallow and simple design choices that have pushed them into a corner and they have no where to go..
Nothing is more indicative of this that the 24 man bosses. They're nothing but HP sponges anymore. Aglaia is the worst offender. Literally nothing in there hits hard.in XIV a level 90 super GOD has the exact same defence and armour and resistances as a level 1 lady bug.. the only difference is how much hp they have.. and all those iconic elements dont exist so players of the single layer games come in see how shallow it really is and get bored..
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]
I swear you have to get hit by like 16 of thals balls to actually get killed by them they do so little damage
I would be interested to see how current people handle crystal tower properly synced, glasya labalos actually required pretty precise timing and coordination from all three alliances, these days alliances are nothing but an annoyance restricting your ability to target other people
I was thinking the same thing. Apart from probably getting extra charges on abilities and upgrades to skills, they're pretty limited with what they can add if they don't want to mess with a job's general rotation. RDM will probably get another combo finisher, DRK gets another oGCD or its own Primal Rend, SAM more oGCDs or a combo off Ogi Namikiri, etc... And that'll require cutting other buttons out or being clever with having them transform.
Yeah I completely agree. Now, if they go back on their decisions and return roughly to Stormblood’s macro design that’ll solve their problem. Give each tank its own mitigation style. Paladins can focus entirely on blocking, gunbreaker can take WoW’s brewmaster monk mechanic “stagger” where any damage they take fills a gauge and the gauge empties over the next 15 seconds and their cooldowns interact with the gauge, dark knight can be all about putting down persistent AoE’s that buff them or debuff the enemy, and warrior can triple down on self healing.
Give each healer an actual rotation and let their damage feed into their healing resources and make most (if not all) GCD heals damage neutral. Make melees focus on positionals and high sustained damage with little utility. Make ranged phys focus on low sustained damage but massive utility and make casters high burst with a touch of utility for flavor. All of this was laid out by the devs in a pre SB live letter.
Now, I don’t miss old aggro. I don’t miss TP. At all. What I do miss is actually having to try.
That's because you can't fix stupid. Square is under the impression that adding a glut of free, instant, potent healing tools will fix stupid. Absent a constant, instance-wide passive pulsing Cure 3 every server tick, that's not going to happen.
Unfortunately, because healers are "them"s, and not "us"es, the perceived solution is to strip all semblance of gameplay away so that "they" (the healers) can facilitate "our" (the DPS) gameplay.
They desperately need someone in the designer's seat who not only has experience playing healers in RPGs, but also isn't a gasping HeALerS ShouLd HeAL oNLY Sylphie anime healer. Their perception of skilled healers as pacifist Cure-spamming waifus is part of the problem.
Same with already unhealthy people still buying cheeseburgers at McDonald's; you can't save them. You don't force healthy people to eat unhealthy to make the unhealthy people feel better.
I'll never understand this ''healers should not do damage'' mentality. Combat medics are infinitely more awesome and useful. The entire notion of a pacifist doesn't make any sense in the first place. Why would anyone even want to handicap themselves like that? Imagine if you're a field medic but you're refusing any fire arms because you think healers should not do damage.That's because you can't fix stupid. Square is under the impression that adding a glut of free, instant, potent healing tools will fix stupid. Absent a constant, instance-wide passive pulsing Cure 3 every server tick, that's not going to happen.
Unfortunately, because healers are "them"s, and not "us"es, the perceived solution is to strip all semblance of gameplay away so that "they" (the healers) can facilitate "our" (the DPS) gameplay.
They desperately need someone in the designer's seat who not only has experience playing healers in RPGs, but also isn't a gasping HeALerS ShouLd HeAL oNLY Sylphie anime healer. Their perception of skilled healers as pacifist Cure-spamming waifus is part of the problem.
It’s because square has this horrid mentality of the DPS being the main character and we are just there to support them. We don’t need to do damage as a healer because that’s the DPS job and you are taking that away from them, why can’t you just quietly sit at the back and support your DPS while getting no fulfilment out of your own roleI'll never understand this ''healers should not do damage'' mentality. Combat medics are infinitely more awesome and useful. The entire notion of a pacifist doesn't make any sense in the first place. Why would anyone even want to handicap themselves like that? Imagine if you're a field medic but you're refusing any fire arms because you think healers should not do damage.
It’s the same logic that plays into meteor always being a melee, casters aren’t “cool” (unless it’s BLM) and healers are even worse, they are never going to make meteor a healer and that’s because we are just a sideshow in this game
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