You are *so close* to self awareness.



Been doing a bit of savage, so far most of the mechanics have been "Oh, you're not on the correct square? You die now.", so whatever this 'new encounter design' is, it doesn't seem to include better healer engagement.
Go figure.



Well one thing I can say for certain is that the devs completely forgot about esuna. There is nothing in the new savage tier that warrants its use. They make it the subject of the dt role quests and yet its very much like repose from the shb ones. I just find it kinda funny cause quite a few people were advocating that it would play a bigger role. Yet as of now, it only has some use in jeuno second boss and chaotic alliance raid.



From the footage I've seen Tanks seem to get to kite stuff around sometimes and things are faster.
And adds in M6S/M7S mean Healers get to use a little bit of Holy/Gravity/Dyskrasia/Art of War instead? That's technically more??
Wonder how much healing there'd be left once everyone starts gearing up
edit: watched Lucrezia's clear. The long enrage sequence in M8S looks fun tbh
Last edited by Azurarok; 04-02-2025 at 01:52 PM.
That's a pretty cool concept, but it wouldn't work for this game sadly. They would have to go back and either add debuffs, make the current debuffs esunable or make the current debuffs that you can dispel a lot more detrimental. Right now, you can safely ignore the majority of dispellable debuffs in the game, which isn't great, but them's the breaks. In addition, with a healer that has a niche like that, it would be overlooked for jobs with more powerful heals, unless they made encounters so debuff-heavy that the job would then become mandatory in at least PF.



AST had weaker burst healing, but could extend the duration of the HOTs, when it first released. It had trouble clearing The Vault, a levelling dungeon. It was promptly buffed. There can't be a job with 'weaker healing' because there's a minimum required from them, and challenge content like Ultimates are meant to strain the jobs to that limit. Rather, one healer having a better method to clear debuffs than others as a utility would be a better way to go about it, but that existed with SCH and SE removed it.
The bare minimum SE could do is something like making Synastry transfer Esuna casts, so that you can Synastry one Tank, and use Esuna on the other to clear both of them of a debuff at once (eg the P12S TB that applies a vuln comes to mind), but they won't even do that. I expect they're terrified of making a healer feel 'mandatory' like the P3S incidient, but they don't seem to notice how much SCH's kit can handle compared to SGE so IDK what they're thinking
This is true now, and only now. Once we get more gear, how many Benefic2s will we cut from use during that phase? Will we be able to drop using Aspected Benefic on each of the Tanks, and instead just handle the same job with one cast of Aspected Helios? Will we even need the GCDs, or will we be able to just rotate our 60s CDs (Star/CO/CU) and handle it? We also get more damage from gear, so things die faster, resulting in less time that the Tanks are getting hit too.
And that applies in THAT content, but ONLY THAT content. The EX roulette we're going to be doing to get our tomes is not going to have that kind of healing pressure, ever. So, we're stuck with the boring rotation, and the justification of 'well, for the 20% of the playerbase that actually does the hard content, it's very intesive on healing required so the rotation HAS to be this basic'. Not great for the 80% who don't do that content then, is it? If the solution doesn't affect all of the content types of the game that suffer from the problem (the problem being 'people are saying healing is not engaging'), then it's a pretty bad solution. And even worse, this 'solution' of increasing healing requirements in Savage, doesn't help the place that needs it most: Lower skill-level content. There's more people saying that 'healing isn't engaging' and referring to things like EX roulette or Maps, than there is saying it about Savage and Ultimates. Why are we 'solving' the problem by addressing the place that needs the fix less, and ignoring the places that need it most? It's backwards thinking
Instead, I think that SE should consider making a slightly more indepth damage rotation for the healers (I've written ideas on how I think this could be achieved, which would add only 2 button binds for SGE, 1 for SCH, 0 for WHM and actually saves 1 button on AST), which also, if designed in such a way, can also help alleviate healing pressure/feed into our healing capabilities. For example, a WHM idea I wrote, is this:
- Dia reduced to 12s, potency rescaled. New button 'Water', later upgrading to 'Banish', with a 15s CD, dealing 40p more than your current level of Stone/Glare (at max level, it'd be 370p with current numbers).
- Dealing damage/casting healing spells builds a new 0-100 gauge. Healing builds gauge far faster (eg Glare gives 1, Dia gives 5, Cure2 gives 5, Regen gives 10, Medica3 gives 15, Cure3 gives 20, Holy gives 2 per enemy hit)
- Spend 50 gauge on a new damage neutral AOE healing action. Said action grants 3 of what I call 'Elemental Petals' to the Job Gauge, one for Wind, one for Earth, one for Water. It also gives some MP on use.
- When you have a Petal of an element, that elemental spell is upgraded for one cast. Glare becomes Quake, Dia becomes Tornado, Banish (new 15s CD attack) becomes Flood.
- The damage of these actions totals up to refund the damage lost by using the AOE healing action, similar in design to Lilies/Misery.
- These three Elemental spells have 50% AOE falloff, so they can be used in AOE situations (eg M6S adds, or just dungeon runs), taking our AOE rotation from 1 button (Holy), to up to 5 (Holy, AOE heal, Quake, Flood, Tornado)
With such an idea, players have more access to burst AOE healing, which can be pooled as needed. They have access to powerful AOE damage moves to help with things like the M6S add phase (eg targetting the Jabberwock add with the moves to prioritize killing it first, and hitting the other adds with the 50% splash damage). They would have access to another instantcast healing action (the gauge spender), and a new instantcast damage button. They would have a shorter duration on Dia which means more uses per minute, leading to more instantcasts in the rotation. And finally, the player would have the optimization potential, to use their healing actions in such a way that their burst window lines up with the refund actions, and they'd use something like Tornado, Flood, Misery, Glare4, Glare4, Dia, Banish, Glare4, Quake. Out of all of those listed actions, only Quake would have a cast time, allowing for incredible mobility even during your burst window. In fact, If Dia was 12s and the new Banish was 15s CD, it'd work out that across the whole 2min rotation loop, 60% of the spells cast would be instant! Something for hardcore/optimizers to optimize, very easy to get into (even easier than current WHM, arguably), it'd have something for everyone
And all for the cost of only 2 hotbar spaces! 2 spaces which we can very easily reclaim, by simply merging Cure1 into Cure2, and Medica1 into Medica2
Last edited by ForsakenRoe; 04-06-2025 at 09:08 PM.
The real problem is the overall game design of SE.
The focus of SE is on 120seconds meta, where everybody do there one trick shot! That concept cut out the fun for solo experience and it is needed to have it! They should simply go back to final fantasy 11 and the samurai concept, where solo limits where a thing and that could also be used as a tool to make a healer fun to play. And not only healer, they could make every job fun to play, when they would abolish the stupid concept of 120second meta design.
But how it would work. You design the class as a solo experience, that you can play that class solo and have fun. With healing, damage and everything else. Than you add options to that solo experience that matters in a group!
As a healer lets say a "white mage" you should get your "cleric stance" back, that every spell can be used as a damage tool and you cut about 50% of the spells that are also useless or only copy of other skills all ready exist. To make it easy, you have no active cleric stance, no you have a passive, if you cast on a friend you make healing, if on a monster you make damage. Than you add a resource that can be filled with damage and or healing and you have the choice what you do with that resource! A huge party wide healing, a shield, a direct damage? A LIMIT BREAK! A personal limit break where you must choose what to do. Do you want to resurrect your party instand? Go do it! But is it needed? Maybe you cast a huge 5% boss damage spell for it! The choice is yours, you are the one who must choose and thing what to do!
That is the deal SE should do, go on personal scale, the solo scale with all classes and the individual choice of everybody in a team matters! It is way more easy to make designs on such a level that are comparable with all others when you get rid of the stupid choice of timed group synergy. A group synergy should work out of individual designs and not that the design of individual classes must fit in the 120second meta. Give us fun back, to play a job, 90% of the time in this game we do not fight bosses! So why you design that way? We must have fun to fight every single fight!
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