


They're probably just going to end up increasing the baseline range to be on par with spells. You aren't playing Red Mage, you're playing [Caster], and [Caster] needs full uptime at range for the sake of the script.Mostly positively received on twitter as far as I can tell, mixed to positive on the forum thread (not counting my own posts, obviously). In other places I see comments like "finally, took long enough". There does seem to be a few that do care about job identity, but it's definitely an uphill battle and balance/ease of use tends to be favored much more. I kinda think most people who really cared about job identity have long left or given up.
I don't expect it to be rolled back for the rest of the expansion, if ever.


Wonder if they'll also adjust SMN's Ifrit-Dash too then, though that one might slide under the radar because you can shift the timing of when the dash gets used around in the rotation, and it never falls in the 2min window
The idea that 'you are playing [role]' does explain some things. Like 'why does SCH/SGE kit feel 90% identical', or 'why is every Tank apparently trending towards having the same rotation as WAR'
#FFXIVHEALERSTRIKE
Healers feel like they've fallen behind the times, designed for a game that no longer exists. I believe SE can update Healer designs to better fit the modern raiding environment they're now creating, offering optimizations for players to master, while still remaining accessible to new players to the role, all while enhancing Job Identity of each Healer by creating a unique gameplay loop for each individual Job in the role. A 'Role Reborn', if you will. https://forum.square-enix.com/ffxiv/threads/504892 is my attempt to prove this belief is not only 'possible', but a very achievable goal for SE
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