This is still baffling to me. Let’s not forget they have about 3 people on the job design team, and none of them play healers. Gee i wonder why it’s hard to balance them, maybe because you have no one that specializes in them? Yoshi P needs to get his head out of 16 and and back here or find someone else to fill his shoes because under his guidance healers and tanks have been suffering.
Not sure how well it fits into fights that have damage spikes and the like, but the one other "type" that comes to mind is a healer that relies primarily on HoT's instead of direct heals. Sort of fills the idea of a "proactive" healer but through a different approach than shields.What is there left to add?
We have a reactive healer (WHM)
We have a proactive healer (SCH)
We have a mix of the two (AST)
We have a "do damage to heal" healer (SGE)
I know that's overly simplistic, but I'm not sure what other permutations we are going to find.
Tanks are nearly the same - just choose the weapon glamour you want. I don't know what else they can add there. I played two games with an evasion tank. In one, it put all other tanks out of a job until they nerfed it to hell. In the other, it didn't work in raid situations. A tank that evades 95% of time and gets 1 shot the other 5% of the time is just going to die anyway.
The development team seems adverse to even bother with giving healers and tanks meaningful additions to their kits with each expansion, let alone designing a whole new one. I'm assuming the healers for Dawntrail will be getting another one or two oGCD heals that are ridiculously strong while upgrading their DoT and DD spells another degree and that will be it for them, there just isn't a lot of time or care given to the healers we already have, I really doubt we will ever be getting another one. I do not play a Tank so I have no real input on them just what I have seen around here, but it appears that they are also suffering from a lack of inspired design.
Tanks almost all play the same anyways, so I really don't care that we only have four. DPS seems to be the only role with any sort of diversity between classes (even then its still scarce).
Adding one tank or healer means they also have to adjust all the other jobs in that role along with new skills that aren't too far out of alignment with the new job. Whereas just adding red DPS they can just start fresh with the design they envision.
It's kind of annoying in a way. If you've been around they tried the approach of Astro having slightly less healing capability in 3.0 for the damage utility upside and that was almost a disaster. But with Sage 6.0 they got it almost perfect out of the box because of high potencies. The DSR ultimate mitigation buffs and nerfing Scholar go-fast mode made the job even better. But the reality is Sage is basically the shield 'white mage' with skills that are not clunky or hadn't been retrofitted for years, like *cough* assize.
Either way they really need to figure out how to make the tank and healer roles a bit more unique to add another one, along with taking the training wheels off of casual difficulty, and yes this is for real because you shouldn't be able to get away with just a few buttons in casual content. Red DPS cannot do so and be effective, they need to hit the rotations.
I mean in DPS currently I'd argue Melee dps is actually more bland then tank design, but both take the cake.. then again healer is king of blandness.
I think this is just a massive issue of EW's double down SHB design, SHB was meant to make things simple it was fine even if it was bland a bit, but wasn't that bad yet especially for tanks and DPS honestly even having barrier Astro meant healer had slightly more unique designs... but EW should have gone more in-between what Stormblood/SHB was instead of being a hard double down on SHB's simple designs, EW is basically that but just more of the same... So the main hope we all have tank, dps, healer is that we get some major combat adjustments.
DPS simply attracts more people thank Tanks or Healers.
Every game that can't give up on the trinity ususally falls into this
DPS is slowly falling towards same issues as Tanks and Healers but currently still retain at least some identity. Both Tank and Healers seriously need a design overhaul, they have to decide whether to commit to everyone focuses on DPS or not and tweak the kits based on that. They have remained incredibly wishy washy about it and current Healers are a travesty.
You mean the gameplay of "Press attack spell as much as possible while weaving the occasional healing/support ability in between"?As a healer in pretty much every major MMO, and plenty of smaller ones, over the last 20-30 years;
I'd never touch a Sage. That gameplay does not appeal to me at all. Tried it. Was awful.
You're right. I don't think it was meant to appeal to healers, which I guess was the intention. You don't want to attract the current healers to a healing class, you want to attract the braindead DPS.
That is hardly unique to Sage. All healers are designed around that style of gameplay that why the share pretty much exactly the same tools.
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