Yea, it's all just designed as a minimum viable product. It needs to be "functional" in the most technical understanding of the word and any more than that is not desired. Yet somehow balance is still trash.It is very apparent that A: there isn't a dedicated 'Healer Designer' on the team (it's handled by the Caster dev AFAIK), B: They do not really care about how fun a Healer is, only that it is 'functional', and 'less 'this is very apparent' and more 'this is what it feels like to me', C: it feels to me like the Phantom Jobs were designed with the first step in the process being 'how does this resolve a mechanic in Forked Tower?' Chemist has effectively been designed into being the Rick and Morty butter robot, where its only purpose is 'you exist to circumvent the Resurrection Restriction debuff'. Similarly, Ranger and Thief are pretty weak designs IMO, with their main draw being 'can destroy traps' and 'can find traps, and unlock some special doors' respectively. The only thing I remembered about Ranger from older games was 'it can attack 4 times' and it doesn't even do that
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