



when you design all jobs to be identical, if one has a gauge.. they all will eventually.There's more than one way to design a job kit aside from purely gauge management.
Just listing off what I can think of right now, we could have:
- Rigid sequential rotation
- Free-form timer juggling
- Strict cooldown management
- Resource/gauge management
- Chance-based proc gameplay
I don't think every job NEEDS a gauge and SE forcing every job to have a job gauge did more harm than good in the end.
the joy of homogenization... you can have that model T in any colour you want... as long as its black
#FFXIVHEALERSTRIKE


TBF, some of the 'healer gauges' are... barely a gauge in the first place. WHM's could be replaced with Solace and Rapture being a 'charged action' like Tetra/Benison have charges, with the tooltip text of 'Solace and Rapture share charges, with a recharge time of 20s' and 90% of the function of the Job Gauge is encompassed there. The only thing left would be 'do you have Misery ready'. The suggestion I made above, of a 0-100 gauge on WHM, actually gives it parity with other healers, who have 2 gauge elements (eg SCH has Fey Gauge and Aetherflow, SGE has Addersgall/Addersting, AST has Major/Minor sides of the Arcana Gauge I guess)
But even with those gauges we have now, some of them are so hollow and devoid of 'function', for example, SCH's Fey Gauge is used on exactly one action. SGE's Addersting is used on exactly one action. The WHM gauge I mentioned above would be used on one action too, but at least it'd be a very cool feeling action (unlike Toxikon), given that it would be a big heal, restore MP, grant access to three very cool looking attacks (Quake Flood and Tornado) and be damage neutral because of it
But I do agree, not every job 'needs' a gauge. Some of the gauges do feel a bit 'tacked on', eg PLD or WHM. I think it's entirely possible to create a job that doesn't need a gauge, because all of its gameplay is intuitive enough that you don't need this 'control panel' of information reminders about your job's gameplay status. But, SE's set a precedent that 'every job needs to have a gauge, even if their gameplay doesn't really support the existence of one' so here we are
Last edited by ForsakenRoe; 10-27-2024 at 01:55 AM.

The gauges are actually worse than charge actions since you'd be able to get some resources out of combat.TBF, some of the 'healer gauges' are... barely a gauge in the first place. WHM's could be replaced with Solace and Rapture being a 'charged action' like Tetra/Benison have charges, with the tooltip text of 'Solace and Rapture share charges, with a recharge time of 20s' and 90% of the function of the Job Gauge is encompassed there.
#FFXIVHEALERSTRIKE





Are ya winning son?
(Signature portrait by Amaipetisu)
"I thought that my invincible power would hold the world captive, leaving me in a freedom undisturbed. Thus night and day I worked at the chain with huge fires and cruel hard strokes. When at last the work was done and the links were complete and unbreakable, I found that it held me in its grip." - Rabindranath Tagore


Arguing with each other about how little or how much we want to interact with the DPS side or the healing side of our kit, and/or how much we'd prefer one of those two sides to have greater focus in the gameplay than the other, just distracts from the real issue (that the kit as it stands needs changing) and gives SE the smokescreen to say 'well they can't decide what they want so let's just continue as we are, what are they gonna do, post more complaints on the forums?'
Some ideas and requests just can't happen.
Assuming the game design remains the same where we have scripted incoming damage we handle with healing cooldowns and resources, the only thing that can and needs to be improved is what healers do in-between.
Unfortunately Square Enix is deadly afraid to make changes there as these are likely to raise skill floor.




if only they made the skill floor with living breathing people in mind and not the inhabitants of cemeteriesSome ideas and requests just can't happen.
Assuming the game design remains the same where we have scripted incoming damage we handle with healing cooldowns and resources, the only thing that can and needs to be improved is what healers do in-between.
Unfortunately Square Enix is deadly afraid to make changes there as these are likely to raise skill floor.
#FFXIVHEALERSTRIKE

I will have to agree with ForsakenRoe. We don't have a talent system like Warcraft does, so we will need to be able to choose what is best for each class. We have already let the devs read our feedback ever since Shadowbringers and we are still not happy. The whole point to a strike would be knowing what we want so we have a cause to fight for. Gathering player support would help a lot too if Yoshida indeed cares about the support we give to the game. If we cannot honestly respect each other, we will have little hope to gain support to pressure the Square devs. Even if a player never tried our healer classes, they could still help us if they understand our concerns.

Damn this is still relevant?




Can we like get a master link or popup or something so that when anyone says something to the effect of “oh you guys are still going” or “can’t believe this is still around” it gives a massive popup saying “it would go away if they actually fixed the problems”
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
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