


Tank and phys ranged are the roles that have gone the longest without a new job. Based on what they're doing to RDM, a healer with a sword would probably just do melee attacks from 25 yalms away anyway.Eh. I say do another healer role. With the Sword Master boss, I'm thinking Rune Fencer.
A melee healer with magical sword slashes who uses defensive and healing runes to support the party.
After all, not all healers need to be casters. Let some swing around melee weapons for variety.


Blitzballer wouldn't really make any sense to add. There's been zero mention of it in FF14, and so I expect that hamfisting it into FF14 just for the reference will feel like it's exactly that, hamfisted and clearly 'just for the reference'. Adding Blitzball to Gold Saucer also would feel hamfisted, the point of it being a thing in FF10 was that it was something that people all over the world could enjoy and draw a feeling of hope from. Does SE have to then add a Blitz team for each of the citystates of the world, to explain why Blitzball suddenly exists at the Gold Saucer? Or would it be against randomly-generated 'only exists inside the Blitzball menu' NPCs, making it feel less connected to the world at large and very self-contained?
I also don't really understand the hype around Blitzball as a Gold Saucer minigame in the first place. Playing Blitzball in FF10 was an exercise in frustration, and I would bet real money that most of us used some tactics that were a bit cheesy whenever we played. Passing back and forth between two backliners to run down the clock while you're ahead, making shots you know will not succeed from across the whole pitch so they take longer to travel and run down the clock, scoring once with Jecht Shot in the first match you have to play in the tournament and then hiding behind your own Goalie to bug the NPCs out and run down the clock, etc. Actually 'playing' Blitzball is a pain in the backside, and it'd be just as forgotten a system in the GS as the Triple Triad tournaments are, or Chocobo Racing, or Lord of Verminion
If 'Add Blitzball to Gold Saucer, and then add Blitzballer as a Job' is the plan to justify its addition as a Job, then there's genuinely more justification to add Chocobo Knight because Chocobo Racing (and the Breeding system) is in the Gold Saucer already. Or some kind of Job that uses Triple Triad, since people all over the world of FF14 play Triple Triad (even people on alternate Shards know of it)
Considering what they did to GNB this patch (turning Lionheart into a 60s '3 hits' design like Inner Release/Fell Cleave, Delerium/Bloodspiller, Requiescat/Blade combo (that one is 4 hits though, very different /s)), I don't think it's even worth them adding a new Tank, even if it has been so long since the last one. Better to spend the time making the current Tanks feel distinct from one another, rather than adding a 5th 'press this button every 60s, then 'big hit' button 3 times (or maybe 4)' design
Could make a Melee Healer where you're incentivized to be in Melee distance, but not 'required' to be there at all times. For example, having a combo which fills their Job Gauge (which is then spent on Healing OGCDs), but also having Ranged attacks of near-equal potency. Perhaps the Ranged attacks could build Gauge too, but at a slower rate. When you have to disengage to resolve fight mechanics, you'd use the Ranged attacks. When in Melee distance, you'd use Melee to fill your Gauge. If you need to be out of range AND heal with OGCDs at the same time, you'd pool resources to do so. 'Melee distance' can be 'not actually Melee distance' too, Phlegma for SGE is an example of this, it's longer range than actual Melee attacks, but some consider it a 'Melee distance attack'. It'd be a very mobile Healer, since the Melee attacks would presumably have no cast time
Last edited by ForsakenRoe; Yesterday at 05:38 AM.
#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

I'm not against them doing Phys ranged. I'm also aware the last Tank and Phys range was from SHB. I mostly just threw that comment out there just to get it out there.
On reflection it does feel kind of pointless of me to do that or post any job ideas. Because combat design is just not built for it.
I mean you bring up Red Mage having its sword combo made into a ranged attack when a skill is used. While I'm thinking about last week when my auto attack delt 1 damage to a Heavensward mob while I'm level 100.
I should just stick to non combat stuff. Like glam, mounts and character customizations.
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