I can't be a Supersnow alt I actually prefer using SGE over SCH (while still fully accepting that it's a worse designed job)



I can't be a Supersnow alt I actually prefer using SGE over SCH (while still fully accepting that it's a worse designed job)



Well we have the live letter on the 14th coming up. After some thought, I don't think the healers are going to get too much admustment but in 7.3 once gear has caught up and make astro and sch stronger, we'll be seeing some buffs on whm and sge again.





The more they increase their nuke potencies, the bigger the loss is to not spend a GCD for a Glaroilficosis.
Round and round we gooo…



You guys reckon SGE's Dosis will hit 400 before the end of the expansion, because of all the bandaids they'll throw at it (to have it keep up with how fast SCH scales due to Chain Stratagem)?
Or will Eukrasian Dosis get the buffs instead?
Find out on the next episode of 'questionable balance patch decisions Z'





Well technically they also have Phlegma III and Psyche as well so they'd probably think about spreading some potencies into those two as well.



Playing MH Wilds reminded me that that series has 3-4 weapon classes that can manage a healing support role (Hunting Horn, Light Bowgun, Prowler, Sword & Shield if you squint at it as an Item user) and they all play completely differently.
This game has 4 healer jobs and they're only about as different as the note sets on each Hunting Horn
Last edited by Azurarok; 03-05-2025 at 06:43 AM.

To be fair that's not even just a healer issue, all of the classes have been homogenized to Tural and back. :v) Tanks are basically identical outside of some numbers and aesthetic. Healers are just... more egregious because we really only get one button to press. Hell, I was looking at some of my logs and 57.58% of my casts for a full clear of m1s are just me casting Fall Malefic (152 times, to be specific). Another 6.44% of casts is Combust, so my dot. Yay. So about 65% of the fight I'm just pressing two buttons (90% of which is ONE button, but I'll be generous). It's genuinely abhorrent.
#healerstrike



Fair point. Honestly, I wish CS3 would stop being so focused on job balance and would work on making the jobs fun again, especially the healers because they are the canaries in the coal mine at the moment.To be fair that's not even just a healer issue, all of the classes have been homogenized to Tural and back. :v) Tanks are basically identical outside of some numbers and aesthetic. Healers are just... more egregious because we really only get one button to press. Hell, I was looking at some of my logs and 57.58% of my casts for a full clear of m1s are just me casting Fall Malefic (152 times, to be specific). Another 6.44% of casts is Combust, so my dot. Yay. So about 65% of the fight I'm just pressing two buttons (90% of which is ONE button, but I'll be generous). It's genuinely abhorrent.



It's not even necessarily job balance that's doing it. Other times it's to cater to players who don't usually play the job, or because some perfectionists can't stand anything that might keep their rotation from going smoothly in any way, or because they dealt with a bad healer/tank and want them eliminated somehow.


I agree I think job balance is important, but job balance means nothing if the jobs themselves aren't fun or meaningful.
I think issues with DPS are relatively easier to solve compared to support based jobs (tanks/healers), with Supports I really have I hard time believing by 8.0 they would actually be in a decent spot, I mostly think they will go back on "2 minute meta".
The issue is I think support jobs are more of a afterthought towards balance, It's much easier to make skills all the same but rebranded under a different name in the case of tanks, In the case of healers the heal kits might feel slightly different but all end up again feeling the same, with the added downside that you got so much healing bloat that theirs not really room for interesting damage buttons on healers, this is also partly effecting tank rotations being boring 1, 2, 3 snoozefest.
The solution at least would make the baseline of healer and tank kits more interesting without so much "bloat skills" tanks for example don't really need as much defensives as they do, I also don't think healers do, the last factor of this is also that encounter design effects support jobs way more then DPS jobs, for a properly balanced and fun game encounters need and should always take into account what both Tanks and Healers have, especially hardcore content.
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