



I think there is a huge amount of overlap between what people call DDR and what you call team jump rope. The relativity mechanics from e12s are imo prime example of DDR mechanics.I've seen a lot of people blame "DDR fights" whenever talk about jobs comes up, but what's the exact definition of it? I don't think anyone has defined what a DDR fight means?
What I personally think ruined job design is 'team jump rope mechanics', some examples:
- Instead of being allowed to stand and cast heals, the healer now must jump rope in tempo with the rest of the party, so now they get more and more instant heals because they're not allowed to stand still.
- Instead of the physical ranged helping the BLM take a mechanic so the BLM can continue casting, the BLM is now forced to jump rope with everyone else, so no more casting, you get more instant casts now.
- If the tank moves to jump rope with the rest of the party, the boss might follow the tank and cause the melee grief, so now the boss is only allowed to stand in the middle and chaincast mechanics and not autoattack.
It's the departure from role mechanics that slowly encroaches upon and eventually ruins job design for me personally, every role does the same thing now, every role jumps the same rope. There's very few remaining unique struggles for each role, so every job basically feels the same when you do a fight.




That sounds about right.I've seen a lot of people blame "DDR fights" whenever talk about jobs comes up, but what's the exact definition of it? I don't think anyone has defined what a DDR fight means?
What I personally think ruined job design is 'team jump rope mechanics', some examples:
- Instead of being allowed to stand and cast heals, the healer now must jump rope in tempo with the rest of the party, so now they get more and more instant heals because they're not allowed to stand still.
- Instead of the physical ranged helping the BLM take a mechanic so the BLM can continue casting, the BLM is now forced to jump rope with everyone else, so no more casting, you get more instant casts now.
- If the tank moves to jump rope with the rest of the party, the boss might follow the tank and cause the melee grief, so now the boss is only allowed to stand in the middle and chaincast mechanics and not autoattack.
It's the departure from role mechanics that slowly encroaches upon and eventually ruins job design for me personally, every role does the same thing now, every role jumps the same rope. There's very few remaining unique struggles for each role, so every job basically feels the same when you do a fight.
But it goes further than that. There is also a general surge of mobility and twitchy action mechanics with visual cues to look at everywhere, where time spent moving or running all around is ramping up and up and up dramatically. I do main rphys jobs, and I don't have uptime problems (although the role has one of the poorest mobility those days except DNC), and it still pisses me off to no end.
That's what Mao called I believe "frogs in a blender". I think the image is apt enough, at least for me.
Secretly had a crush on Mao



DDR is simply a game of "see queue on screen, take the one correct action or lose points." In the FFXIV incarnation, the primary problem is that the sequence of queues is static. It's... jump rope, sure.
Of these examples, the first two points are more about the "team" in "team jump rope." Only the last actually gets at "jump rope" (DDR), because it's the only one that speaks to things going off script.- Instead of being allowed to stand and cast heals, the healer now must jump rope in tempo with the rest of the party, so now they get more and more instant heals because they're not allowed to stand still.
- Instead of the physical ranged helping the BLM take a mechanic so the BLM can continue casting, the BLM is now forced to jump rope with everyone else, so no more casting, you get more instant casts now.
- If the tank moves to jump rope with the rest of the party, the boss might follow the tank and cause the melee grief, so now the boss is only allowed to stand in the middle and chaincast mechanics and not autoattack.
For example: When does healing become fun? When things go sideways. Jumping a rope is still jumping a rope, whether its my own rope or one shared by the team. The primary problem is not whether I, the healer, am allowed to stand still and cast. The primary problem is that I can plan and schedule casts (or instants) in the first place.
It's the ability to plan and schedule actions that means that fights can be designed around (excessive amounts of) active moment, because the fight designer can assume/require that players be in or near certain spots at certain times.




[...]What I personally think ruined job design is 'team jump rope mechanics', some examples:
- Instead of being allowed to stand and cast heals, the healer now must jump rope in tempo with the rest of the party, so now they get more and more instant heals because they're not allowed to stand still.
- Instead of the physical ranged helping the BLM take a mechanic so the BLM can continue casting, the BLM is now forced to jump rope with everyone else, so no more casting, you get more instant casts now.
- If the tank moves to jump rope with the rest of the party, the boss might follow the tank and cause the melee grief, so now the boss is only allowed to stand in the middle and chaincast mechanics and not autoattack.
It's the departure from role mechanics that slowly encroaches upon and eventually ruins job design for me personally, every role does the same thing now, every role jumps the same rope. There's very few remaining unique struggles for each role, so every job basically feels the same when you do a fight.And even if they're all forced to do the same movement based mechs, at the very least they could've given us different ways how to deal with that. Something that they sort of 'nailed it' to some degree in ShB forgreen dpseshealers:
But nooo, it's easier to give everybody and their mom faster casts & instants. Even BLM wasn't safe from that apparently, lol.WHM needs to abuse their lilies that was also used in tandem to maximize the healing and weaving needs whenever possible.
SCH gets away free for 1-3 shots/min before they're required to eat Ruin II losses but at the same time give purpose for Ruin II to exists.
AST was unique with their own 1.5s and probably should've stayed that way.
Also are you two ghostposting? :P /j
I also say that one of the aspects that makes it 'DDR' for me is that there's so much symmetry and mirroring in the mechanics to the point that it looks like a full blown ballroom dance sometimes. Everything relates just to be on the right spot, with the right partner/group. (Ironically they released M5S where this kind of thing would actually make perfect sense for the encounter's fantasy).
Ever wonder why the stage floorings are designed in a way that most of the time the patterns will match the mechanics lines? Or why the bosses still centers themselves so much. They want the least amount possible of 'creative solving of mechanics' from players, so they don't even give the option for the tanks to have agency for the boss positioning through important mechanics.



Man... this made me remember Diurnal/Nocturnal sect Astro. It was so fun choosing which sect to pick based on my co healers.
When the Nocturnal sect got removed for the "split between pure and shield healers" I was so sad.
I would really like if we got the 2 sects back and be left to choose which we prefered. Can we have it back please?
I don't heal anymore, but AST was my favorite back in the day. I mourn the loss of the sects...Man... this made me remember Diurnal/Nocturnal sect Astro. It was so fun choosing which sect to pick based on my co healers.
When the Nocturnal sect got removed for the "split between pure and shield healers" I was so sad.
I would really like if we got the 2 sects back and be left to choose which we prefered. Can we have it back please?
Because it was for freakin' nothing!
I actually didn't mind it at first, but on practice the whole Shield healer / Pure healer segregation turned out to be nearly pointless, and let me ask: what happens when the 5th healer gets added? It suddenly steals old AST fantasy and becomes flex? Or they won't mind having unbalanced types of healers?
Not even mentioning... The amount of shielding or direct/regen healing the 'other' healer has is quite a lot for them to even be categorized in a box.




SGE is already the flex healer as it standsI don't heal anymore, but AST was my favorite back in the day. I mourn the loss of the sects...
Because it was for freakin' nothing!
I actually didn't mind it at first, but on practice the whole Shield healer / Pure healer segregation turned out to be nearly pointless, and let me ask: what happens when the 5th healer gets added? It suddenly steals old AST fantasy and becomes flex? Or they won't mind having unbalanced types of healers?
Not even mentioning... The amount of shielding or direct/regen healing the 'other' healer has is quite a lot for them to even be categorized in a box.
It’s a regen healer that has shields on its GCD
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



If they add a new healer, they would either have to turn back the AST changes, and so making the years the job fantasy got deleted all for nothing, but annoyance to the players, or ignore the unbalance and make the sacrifice moot. I am just sad they ruined a job fantasy for something like SGE who also failed to deliver in being a more battle focused healer.I don't heal anymore, but AST was my favorite back in the day. I mourn the loss of the sects...
Because it was for freakin' nothing!
I actually didn't mind it at first, but on practice the whole Shield healer / Pure healer segregation turned out to be nearly pointless, and let me ask: what happens when the 5th healer gets added? It suddenly steals old AST fantasy and becomes flex? Or they won't mind having unbalanced types of healers?
Not even mentioning... The amount of shielding or direct/regen healing the 'other' healer has is quite a lot for them to even be categorized in a box.
You want to play Healers? Why not try:
WHM
WHM but book
WHM but gambling problems
WHM but nerf gun
₍ᐢ. .ᐢ₎


Honestly, diurnal/nocturnal never should have been a thing. It was a bandaid to force the healer to heal like a WHM or SCH at a time when it was inferior to both (literally, the class flat launched in a worthless state and had trouble healing the dungeons of HW.)Man... this made me remember Diurnal/Nocturnal sect Astro. It was so fun choosing which sect to pick based on my co healers.
When the Nocturnal sect got removed for the "split between pure and shield healers" I was so sad.
I would really like if we got the 2 sects back and be left to choose which we prefered. Can we have it back please?
But, what I want is really to have uniqueness breathed into healer (and tank) design. The buster meta FFXIV uses is extremely toxic to the game as a whole, but especially tank and healer design. AST happens to be a poster child of this because it flat couldn't heal well enough until it was turned into a copy of both healers that preceded it with the push of a button, with one of those 2 (SCH) also being turned into the other (WHM.)
So long as the concept of tank busters exist as a major and primary mechanic of fight design, both healers and tanks will continue to have terrible, homogenized gameplay full of binary pass-fails and no uniqueness to speak of. Just think, Synnastry could have been a stance, and AST could have been closer to WoW's paladin circa legion era. But alas, the devs don't understand how to make anything unique anymore, and long ago abandoned the concept of uniqueness.
Endwalker and Dawntrail were mistakes on par with Heavensward.
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