Fair enough.
That said, I personally very much disagree when it comes to healers and tanks (to some degree). Playing healers ever since shb/ew makes me want to jump off a cliff. I want more GCD and buff/debuffs to juggle. I want my RNG Ast back.




What improved encounter design?
I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.
#FFXIVHEALERSTRIKE




At least in normal dungeons faster mechanics.
Other than that? Nothing.
Were you looking for less to no body checks? Nope we still got those.
Were you hoping for more mechanics for tanks/healers to use more of their defenses/heals? You sweet summer child.
Were you looking for more mechanics other than dodge this and take no damage outside of forced raidwides/stack markers/puddles? I mean we kinda got that but most of the fight is still dodge X take 0.
Only good thing we got was smaller hitboxes.
Boss positioning doesn't really matter still.
Tanks still sit on their defenses instead of using them thoroughly throughout the fight (because auto damage is still low).
Healers can still be replaced even on release because healing requirements are low enough to be covered by tanks/dps.
Mitigation is still king with next to no fights where pure healers shine so the pure/shield split was a wasted effort and destroyed AST for 0 reason (thanks SE).
Bosses still stop dealing damage when casting abilities.
Bosses still don't crit on autos.
To my knowledge there's little to no reason to bring caster/phys. ranged because there's no mechanics for them to bait out.
News flash dev team - making mechanics faster =/= improved design. Its just the same thing we've dealt with for years, just faster.
I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.
#FFXIVHEALERSTRIKE
Obviously this isn't every encounter in the game but, I think m6s incorporates everything you're asking for besides bosses critting on autos and attacking while channeling their spells.At least in normal dungeons faster mechanics.
Other than that? Nothing.
Were you looking for less to no body checks? Nope we still got those.
Were you hoping for more mechanics for tanks/healers to use more of their defenses/heals? You sweet summer child.
Were you looking for more mechanics other than dodge this and take no damage outside of forced raidwides/stack markers/puddles? I mean we kinda got that but most of the fight is still dodge X take 0.
Only good thing we got was smaller hitboxes.
Boss positioning doesn't really matter still.
Tanks still sit on their defenses instead of using them thoroughly throughout the fight (because auto damage is still low).
Healers can still be replaced even on release because healing requirements are low enough to be covered by tanks/dps.
Mitigation is still king with next to no fights where pure healers shine so the pure/shield split was a wasted effort and destroyed AST for 0 reason (thanks SE).
Bosses still stop dealing damage when casting abilities.
Bosses still don't crit on autos.
To my knowledge there's little to no reason to bring caster/phys. ranged because there's no mechanics for them to bait out.
News flash dev team - making mechanics faster =/= improved design. Its just the same thing we've dealt with for years, just faster.
I would like to say that rather than remove that creative dungeon experience, they've opted to move it to their Variant Dungeon design team. As much as I love puzzles, solving a puzzle you've already solved before very quickly loses its luster. So making it a one time thing in the form of Variant is probably the best way to ensure the content keeps getting created, without being watered down to fit the mold of "content you may end up running 50+ times and will despise"
Improved fight design? There's improved fight design? Where? When did this happen? I haven't seen it.



I will give them credit. Encounter design is 100% better than in EW. However it is still bad due to overall job design



I'll agree with this. They can do whatever they want with the combat encounters, and I can praise elements of DT design over EW for sure.
But the jobs are the lens you view the rest of the game at. If the jobs aren't fundamentally fun to play, it casts a shadow over the entire game, whether that be in savage, in dungeons, or on a dummy. You can give me the most engaging, fulfilling task on the planet, but if you give me a garbage, boring tool to work on it with, I will never be truly satisfied. Building mansions on foundations of sand.
This is my biggest personal gripe with all of FFXIV.
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