



I'm sorry my intent wasn't to insult the OP in any way whatsoever. That's how I, myself, feel how roles are in the game.
I can remove the post if you'd like.

Tank is literally a main character moment role. Invulning stack markers solo or covering the healer during lb3 is a level of epic other jobs can't replicate.
Dps have some cool utility like dual cast healing and ressing on red mage, reapers regen used to be so good it rivaled medica 2 when crest of borrowed time shattered.
Healers get lb3 and heal checks to shine but a healerless comp can coordinate to survive even ultimate level heal checks so... I don't think Valence is wrong to stay the role has a comical lack of agency in the current game state. Personally if healers had more interesting ways to dps and heal at the same time like white mage and sage the role would be better. Also I want scholar to be the dot healer again.
I'm like crit melds fine, I wonder when they'll be me mine! penta meld then i hit rewind, to watch it slot one more time and I got thit SODA!
-Reginald Pain #1 on the fa mic, blessed with Hydaelyns might, I'll kill ya on sight... *POW*

With how normal content has gone to 'sleep mode' play, now the only time healers actually do anything but broil/glare/malefic/dosis spam and refresh dots is to disrespect every mechanic in the duty. Now I play "how many vulns can you survive" with friends to keep myself from being bored to death.


Combat design is the issue. Every boss is on a set rotation. Damage is predictable so healers have optimized specific time on when to heal. Combat design needs to change. Have adds that need to be CC'd (can't be aggroed by the tanks). Healers have repose but it's barely used. FFXI healers have slow and paralyze. Let healers be the main debuffers instead of spreading debuffs (addle and feint) throughout different roles.


Also just randomize more. Have bosses use random or semi-random AoE types on every auto-attack. Slightly randomly shift timings between mechanics around (like sometimes you wait 8s to the next mechanic, sometimes 2s, that kinda stuff). Randomize the exact amount of damage more. Sometimes it's 3 individual hits 1s apart, sometimes one big one, etc.Combat design is the issue. Every boss is on a set rotation. Damage is predictable so healers have optimized specific time on when to heal. Combat design needs to change. Have adds that need to be CC'd (can't be aggroed by the tanks). Healers have repose but it's barely used. FFXI healers have slow and paralyze. Let healers be the main debuffers instead of spreading debuffs (addle and feint) throughout different roles.




Anybody has noticed how the game has suddenly stopped with most prey mechanics (the ones that usually target something else than the tank for big damage) past Stormblood?
Secretly had a crush on Mao


NGL I actually do miss Prey Mechanics. Those were pretty good and actually brought Healers to have something important to mitigate or heal for.




Tanks are yugi
DPS are kaiba
Healers are Tea/tristan/serenity
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