Octopath Travelier - Some best healer Concepts ff14 should take note

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Something always dawned on me. is how poorly healer design is in main line series but then take games like octopath traveler 1-2 have some best healer concepts ever added to gaming made by some company

makes no sense

Check out the Apothecary - not only did it have strong single target healing and best revive spell but had esuna like spell that also offered protection to that status effect after it removed

It had ability to make any item that mixed or used effect everyone in the party. this could be used for a healing job that uses items

Not only did it have abiliity to melee both single target and aoe. it had a dot. it had a ice attack. it could mix both healing and offensive effects

how are you able to make something brilliant yet cannot even do that in ff14 your kinding me


ok lets look at the games "Pure Healer"

The Cleric. Watch is way better designed then white is in this game. -

Cleric's Prayer of the Flame - is what White mages - Protect should of been. . Instead of having a lame cool-down restore mp. then had attack that drained two-folded staff attack that restored mp. not only where gaining mp back they also doing damage

Sacred Sheild - was ability that reduced damage they taken for about 50% for single turn in in ff14 if they added this it be like 6 seconds

one coolist abilities is they given cleric was its divine skill Aeflic Blessing watch allowed them proform any action twice - now let me put this in logic so ff14 players understand

imagine having passive on white-mage that allowed you cast any of your spells 2nd time for free instant cast right after you casted the first (basically double holy. double medica Double Cure) (double-glare) sure be better then free cure

that also had raise + regen like imagine that you raise someone they get powerful regen effect moment there raised.

One cooliest thing they added to this game was the fact turn over-healing into + HP if you healed over everyones hp. this something be amazing if they added it..

Problem this game doesnt value status effects as they should. status effect removal is serious and important factor to any healer role. fact there dev team hates status effects so

how is it that your own people who made brilliant turn based rpg out did your whole dev team doing your healer baliance. things final fantasy devs should care about dont care about. everyone should feel important when dont put things that fit healer role to your game

leads to this slop


Good Healer Job needs a baliance but offensive defensive status removal. status effects buffs. this what make this role what it is is.

1. Healers need only little bit of offensive power. but not glued to single button 4 button dps rotation really all healers need those dps buttons need to matter they need be important impactful for what that job is - < Each Healer should have there own status effect watch can be useful. like with white mage silence - have every healer benefit from having other healers in same party by cause they uniquely have status effect and buff said raid teams may want
2. make healing feel exciting and rewarding. not just heal and damage. remove status effect. protect allies from damage by overing powerful barriers and shields. raising, and status effect.
3. need stop being so scared of having boss mechanics disrupted just let happen. add mechanics requrie the players to stop it in there tracks have every class in the game has sleep. stun. or silence already why not make use of those buttons
4. have spells you can only unlock by leveling other jobs. or traits dont mean spells that exist in that job completely new ones you can unlock by leveling other jobs but you can only select 4 of them

this gives player some customization
dont mean false choice either. i mean real customization

Here is something your dev team hasnt grasped yet. its that people want feel there role has some matter of importance. however healer role isnt really important you've taken everything made them special and gave it to other jobs in the game

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