



Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.




I've always understood the trinity system as multiple roles coming together to create a collective unit in order to accomplish what they otherwise could not. I have always liked the concept as I find it fascinating when several things have to work together in a collaborative manner in order to function or guarantee success. The system is present in FFXIV, but far from prevalent. Granted, a lot of the overlap is necessary for the sake of not limiting a player's rate of progression. However, there is a certain level of encroachment going on where some jobs have greatly overstepped their bounds. If any role in the trinity is in a situation where they really are not needed, there is a major flaw in the game's design and there are more than a handful of these situations in FFXIV. This dev team can definitely do much, much better.
I got a huge kick out of this :P
We are not forced to use the standard role restrictions if we make our parties in advance. The role restrictions are only going to apply when you queue through Duty Finder for random matchmaking.
You'll see the message I've outlined in red at the bottom of almost every duty description.
If we are using random matchmaking, then the game requires the role restrictions to give the party the best chances of success when the skill level of the party members is unknown.
But if you're only running with friends or other players you know and want to use a different party composition, go for it.
Thats system as long gone dead after ARR. Sure there was sparkle of sch dps but rest was pretty much tanks on tank stance moving boss,whm was the main healer and etc back on coil. But current meta is Damage. All the job are dps,green dps, blue dps. Right now green dps sucks in terms of gameplay, Blue dps as gone too much change to be boring and dps are starting to get same treatment going the easy route.




If the devs continue on this path of putting more and more powerful heals on tanks then they should go all the way and reduce from a trinity to a duality of just dps and tanks. This half hearted approach is the worst of both worlds. Healers are less and less needed for their healing but their damage aspect is mindnumbingly boring. Job design in pvp is much more coherent in what it is trying to achieve and it has dialed back the trinity immensely.
I think SE needs to decide on one approach. Embrace the trinity and dial tank sustain back massively or embrace pvp logic and make every job a dps with different extras and built in healing. Both are valid approaches, this current middle path pve job design is on is not.




Mao found, playing GW2, that the "everyones can do everythings approach" quickly boils down to one single class becomings top dog. This style grinds away complexity in terms of fights and composition of groups. Only savings grace in GW2 was field effects whats allowed classes to modify and augment other classes attacks. This kind of thing not exists in FFXIV though. If FFXIV were to homogenize jobs even further, in Mao opinion, would be unmitigateds disaster.If the devs continue on this path of putting more and more powerful heals on tanks then they should go all the way and reduce from a trinity to a duality of just dps and tanks. This half hearted approach is the worst of both worlds. Healers are less and less needed for their healing but their damage aspect is mindnumbingly boring. Job design in pvp is much more coherent in what it is trying to achieve and it has dialed back the trinity immensely.
I think SE needs to decide on one approach. Embrace the trinity and dial tank sustain back massively or embrace pvp logic and make every job a dps with different extras and built in healing. Both are valid approaches, this current middle path pve job design is on is not.




I agree with this. I enjoy healing. (yes, my parents said I was dropped on my head as a child) but the path SE is wandering down seems to be less about the trinity and more about solo style play.If the devs continue on this path of putting more and more powerful heals on tanks then they should go all the way and reduce from a trinity to a duality of just dps and tanks. This half hearted approach is the worst of both worlds. Healers are less and less needed for their healing but their damage aspect is mindnumbingly boring. Job design in pvp is much more coherent in what it is trying to achieve and it has dialed back the trinity immensely.
I think SE needs to decide on one approach. Embrace the trinity and dial tank sustain back massively or embrace pvp logic and make every job a dps with different extras and built in healing. Both are valid approaches, this current middle path pve job design is on is not.
its pretty telling to enter roulettes and HOPE for an incompetent party so I can get a challenge for healing (but if its a war tank, I can almost kiss that hope goodbye regardless of their skill level)
I was sure healers are there only to fill up the queue for people?

Correct
If SE could remove healers and give tanks and DPS's ways to heal themselves they for sure would, the only time healers are consistently needed to heal is alliance raids. SE is clearly biased against healers given how they've been sidelined this bad for two whole expansions with near constant feedback on their own forums.
Tanks and DPS fulfil their part of the trinity, but healers are barely clinging on, their damage kit isnt even a kit it's so barebones, and with the right team comp, they AREN'T EVEN NEEDED to heal certain content, from dungeons all the way to ultimate!
Last edited by E4EO; 05-03-2024 at 09:00 PM.
Even tanks are barely holding on when it comes to their role responsibilities. They mitigate tank busters and that's about it, holding aggro is automatic and everything else has been "streamlined" out of the game, they're basically gimped DPS that can take a big club to the face every few seconds.
Only thing saving them currently is that their dps kit and gameplay aren't quite as depressing as healers', but CBU3 is certainly trying it's best to rectify that.
Last time I played GW2 had a soft trinity. You had support that could specialize heavily into healing, problem was they were either a requirement or could be safely ignored depending on the encounter and often those supports would also fill the tank role at the same time.
Last edited by Absurdity; 05-03-2024 at 10:11 PM.
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