To be fair most of the community is like this. It's actually very rare for a Tank to solo a boss from high HP. They can do it for sure, but it's just a rare occurence. We just have a very loud minority on the forums who somehow believe it happens every pull.
From my perspective it's just one of those changes to prevent a single point of failure with healer death. I don't really think they will go with more OHK (one-hit-kill). Otherwise you're just going to hit a discrepancy with difficulty of normal content across the board, e.g., it doesn't seem like it's present in 8-man or 24-man content, where you don't really have a single point of failure with 1 healing dying.Eh... I wouldn't say my response was "optimism" so much as "dread" that they're going to ramp up difficulty in normal content even more than they already have, because casuals just can't have anything nice I guess, or how Yoshi-P really, REALLY wants to drive home "friction" by creating another possible source of it when a non-SMN/RDM DPS or tank doesn't have Phoenix Downs and possibly catching flak for it, or healers in general getting to feel even more useless because their toys keep getting handed out to every other role while they get nothing from those other roles in return.
I'm not even sure I can call the change "quality of life" yet because I'm still waiting for the monkey paw to curl, lol.
Wishful thinking, it's more than likely just that it is going to be something that prevents against healers from being a single point of failure, or issues with the absence of a healer, than what it actually is a means for them to pivot into thing like OHK knockback/platform falling, as this was already present in Yuyewata and CenoteDefinitely sounds like faster executed mechanics, more knockback with a arena you can fall off, and more frequent AoE damage moments that need to be caught with stronger heals.
But in all, I welcome the PD changes. Sometimes, you just get a bad moment and the healer drops. And when you don't have a DPS who can pick them up, you are pretty much done for that bossfight.
I agree with the latter, it's a welcome change if a healer dies and can't be revived, e.g., lack of alternative rez-able jobs, but don't really think it's in preparation for something bigger or 'better'.
Because following gameplay themes and systems from single player turn-based RPGs doesn't always translate well to other genres. Yes, this is a Final Fantasy game, but that doesn't mean it should incorporate every single gameplay mechanic from the entire series.I must admit, when I was new to the game, I was rewarded with a phoenix down, and I genuinely tried to revive one of my fallen teammates because I remembered from one of their previous games that this is what the item does.
Why would this be a step in the wrong direction? It is in line with their previous games and a nice addition to it.
As for more challenging content, I wish they would incorporate more mechanics that you see in harder types of content, but done in a simplistic and non-punishing manner. Most of the stuff that you learn in dungeons is Stack, Tank Buster, and spread.
A very common complaint throughout a lot of the playerbase is that there is a large subsection of players that never learn how to do basic story mode mechanics or learn how to properly play their job. Dying and wiping isn't a punishment, it's the natural response system in video games. It's not failure, it's direct feedback that someone did something wrong. Even partially negating that is going to encourage more limping across the finish line for MSQ duties instead of people taking the effort and learning how basic fights and mechanics work. Is it frustrating when someone is at a high level and doesn't understand core mechanics? Sure. But I'd rather have a longer duty and explain things so someone can learn (assuming they are receptive to communication and cooperation) than simply finish a duty quickly. I play online games (and MMOs) for the community, cooperation, and coordination, not for instant gratification.
There's a lot of mechanics that used to be extreme or savage only but have been incorporated into MSQ duties. It's happened for a long time, but it usually lags behind a couple of expansions. I think one of the more obvious ones in Dawntrail is the final boss of the lvl 93 dungeon, has a lot of mechanics ripped directly from E4S.
Selling them for GC seals and Wolf Marks would be a good use of both
I mean, that's the entire idea of this game. An adaptation of their previous games in an MMO setup. I would have personally stayed away from it and just kept some sense of familiarity, like races and maaaaaaaaaaaaaaaaaaaaaaybe some classes, but yeah, I do think it limited their creativity and innovation in terms of role/ class design, but anyway, that's beside the point now. Overall, I don't mind the idea.Because following gameplay themes and systems from single player turn-based RPGs doesn't always translate well to other genres. Yes, this is a Final Fantasy game, but that doesn't mean it should incorporate every single gameplay mechanic from the entire series.
A very common complaint throughout a lot of the playerbase is that there is a large subsection of players that never learn how to do basic story mode mechanics or learn how to properly play their job. Dying and wiping isn't a punishment, it's the natural response system in video games. It's not failure, it's direct feedback that someone did something wrong. Even partially negating that is going to encourage more limping across the finish line for MSQ duties instead of people taking the effort and learning how basic fights and mechanics work. Is it frustrating when someone is at a high level and doesn't understand core mechanics? Sure. But I'd rather have a longer duty and explain things so someone can learn (assuming they are receptive to communication and cooperation) than simply finish a duty quickly. I play online games (and MMOs) for the community, cooperation, and coordination, not for instant gratification.
There's a lot of mechanics that used to be extreme or savage only but have been incorporated into MSQ duties. It's happened for a long time, but it usually lags behind a couple of expansions. I think one of the more obvious ones in Dawntrail is the final boss of the lvl 93 dungeon, has a lot of mechanics ripped directly from E4S.
As for stuff taking longer, I don't mind it either; however, I do approach the entire thing differently. I let them figure it out themselves. If they want guidance, they can ask. They aren't a bunch of toddlers whose hands need to be held at all times.
Regarding mechanics in duties/ raids normally they use a mix of old mechanics that people might be familiar with and also a few that are 100% new. I generally don't mind that formula either because I'm pretty sure, not a lot of people did all of the content religiously and still remeber every detail on how to solve it.
Paladin is also by far my favourite as it has the most utility out of the tanks, while im not the biggest fan of the rework (6.2) it's still a fun job to me
I want to live in a world where Tanks and Healers could ideally coexist as support roles, obviously their focus should be different (hence why they are different roles) But I don't really see things like knights benediction a problem on it's own it's when you stack absurd mitigation and other self healing tools when it starts to get out of hand I think the issue isn't just "tanks have healing" it's Tanks have too much of everything right now, Tanks should have Less SELF survivability but more team tools and ways to protect players in my opinion, this doesn't have to step on healers toes but can also have some small overlap if not pushed to far (where current overlap in healing skill has been pushed to far).
I can sympathize and understand that sitting on the floor watching everyone else fight is not fun, but I don't really think it improves casual content just further makes it more "casual" and easier, I don't think it makes healer a fun or interesting role which should be their goal, a Solo tank should frankly not be able to survive on their own for the entire fight, I'd rather people be able to vote to reset a fight instead of just making dungeons even easier as at least on content their was some room for error sometimes now EVERYONE can rez and tanks are practically invincible you literally should never wipe.
I also just rather run 3 dps and 1 tank at this point I'm honestly considering doing that just because I'd have much more fun healing and protecting the party on a solo tank then healer these days due to how boring i find the design of them, I think healer mains will see this as a massive W "haha no silly warrior solo it" (which is valid warrior soloing a content at like 60% is super cringe) but then realise oh wait I still don't actually heal and now everyone can rez I can't even have that unique to me anymore...
Also is it just me or shouldn't SMN/RDM at least get some sort of buff in this content? I get it's "LOL JUST DUNGEONS BRO" but theirs no reason to even bring these jobs in any 4 man content.
Last edited by Rithy255; 07-27-2025 at 03:14 AM.
I'm not sure "make healers even more optional" is an ideal choice given the state of the role already, but you're welcome to be more optimistic than I am about Square-Enix's intent with this change. I simply don't trust them.From my perspective it's just one of those changes to prevent a single point of failure with healer death. I don't really think they will go with more OHK (one-hit-kill). Otherwise you're just going to hit a discrepancy with difficulty of normal content across the board, e.g., it doesn't seem like it's present in 8-man or 24-man content, where you don't really have a single point of failure with 1 healing dying.
Look, there are really bad healers out there that die to everything. I don't think EX/Savage healers have anything to worry about, but there are times when the healer just has no idea what they're doing. That's the real fix here.
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I hope the devs are listening. We need the devs to please listen.
You just kept misunderstanding the person you kept quoting in your replies. You don’t even have “different perspectives”.Because the rezzing isn't "stealing" one's job as a healer given that due to its limitations its almost only going to be used when the healer has already failed (is dead, or has let too many die to have MP/SC).
But if agreed on the result despite that difference in perspective, then alrighty.
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