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Originally Posted by
Bravely_Default
What it comes down to is DPS is king and all else is just support to that.
No, tanking and healing are the twin kings. Dps comes after the tanking and healing have been successfully established. Not to say dps isn't important, but it's not the priority, just a very close second.
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Not really fun though wiping over and over and over X100 because of....once again...dps issues.
True. It's frustrating knowing the errors of others are keeping you from clearing. Not much to do for it but hope that they git gud; asking for more tank damage is just trivializing what dps do, and in the process you end up ruining it for the good dps out there. It would be no different than if you gave dps the ability to survive damage like a tank. Sure, it would be nice for those dps who aren't shit to not be held back by a shitty tank, but then you ruin it for all the good tanks out there. At some point in time it's legitimate and encouraged to tell someone "no, the problem is you, you need to get better." The lack of skill on the part of other players isn't a reason to blanket buff a job or role.
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Think of every wipe you all have ever seen
How many of those are due to healers and tanks? Now how many of them are due to lack of damage or dps error?
Truth be told, it's probably about equal. Sometimes I die because I tunnel vision and miss a mechanic (Shadoweye + stack + prey in E2S is something that still gets me from time to time when I'm MTing), and sometimes I'm sitting there, watching the tank buster cast while I'm at 40% life with no invuln up (because we planned ahead and used it earlier) while both my healers are Glaring and Broiling. And then sometimes my BLM best friend plays a little fast and loose with Aetherial Manipulation and ends up eating Pure Light or Temp. Current, or my MNK buddy shoulder charges off the edge to his doom, or our BRD's toe touches an aoe and she gets one-shot. I've had occasional parties where it was possible to isolate a single player and be like "yes, this guy is holding us back" and they've more often been a dps, but that's only because I play tank, so the likelihood of 1 of the 4 dps being the problem out of 7 people is higher than it is for the 1 other tank or 2 healers.
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I love being able to do my job in dire situations with only 3 players alive, using tools to keep the healer shielded or protected until they try to get the rest of the team revived. Problem is, we already know at that point we dont have a chance of clearing because 5 minutes from now we will all die due to lack of damage. That is my biggest gripe.
And it's a valid gripe. It should be talked about more. SE needs to be made aware that the brain-dead aggro systems and somewhat-sparse non-attack options that tanks have are not enough. Tanks want to do tanky stuff. We want to mitigate, we want to be rewarded for controlling the boss appropriately, and we definitely don't want to be reduced to "tanky dps."
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Originally Posted by
Bravely_Default
Here's an example of how bad things are. Had some recent runs of E2S. Healers and tanks did job to the best they could, group saw hard enrage at 10:30. Doesnt sound too bad right? Well, each dps died at least one time each and were only a couple levels above minimum. The boss had about 35% hp left. Why not remove most hard enrages and actually give healers and tanks a challenge. We had zero problem surviving all the soft enrages to that point. Dps were all still punching out more damage than the tanks and healers. Problem is you can survive great and heal great all you want, you will NEVER clear a fight at item level if all 4 dps die one time.
Yes, FF14 expects more from its dps than the average mmo (specifically WoW, but others as well) has typically expected.
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The dps of tanks and healers should equate to the level of 50% damage of dps damage+5% of whatever dps is required to clear fights with hard enrages. So E2S that would be a bump of about 810 for each healer and tank.
Again, for what reason? Because dps players can be shit? There's already a good bit of wiggle room, even at min ilvl. Buffing a job or set of jobs because the players on another set of jobs might be terrible is a bad idea. You can flip the logic and say that dps need more self-sustain and personal mitigation in case they come across a shitty tank or healer and it makes just as little sense.
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Dps get battle raises, heal buffs, and damage mitigation tools. Healers get damage mitigation tools as well. No reason tanks and healers cant have a tiny bit of dps carry potential.
AST and SCH fit that bill just fine, and WHM makes up for it with higher raw damage potential and the best healer defensive cooldown in game. You could add some kind of dps raid buff to tanks, but it would have to be equal across all tanks or else you create a drastic imbalance; better to always bring the tank with the dps buff than not. We'd just have a repeat of 3.0 WAR where you always wanted that Storm's Path debuff because -10% damage to everything the boss does was so strong you were stupid not to bring it.
Now, to be clear, I'm not shitting on the idea per se. I've actually advocated for something similar back when we had aggro combos. Kabooa even suggested a modification of it, something like 1% increased damage taken, stacking up to 4 times, but each tank could only apply 2 stacks maximum, with further re-application just refreshing those stacks. So you not only have incentive to use an aggro combo every X seconds, but both tanks have that incentive, making threat management something that's just a tiny bit more interesting than it was at the time. The point being, it was a universal tank buff that would have increased tank combo complexity (since it gave aggro combos an important purpose beyond simply aggro) while also providing a useful boost to the raid.
Most people shat on the idea. These same people also complained about tank homogenization. Stupid is as stupid does I suppose.
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As it stands, fights at item level requirement have almost ZERO room for dps error, while a healer or tank dieng in savage content is easily recoverable (oh tank died before tank busters in E2s? Let me just cover+hallowed+tank cds. A healer died? Guess that healer that was mostly dpsing before can just take over healing for a second until a raise goes out)
Outside of that PLD-specific situation, you would have a drastically different result, as a dps or healer would eat the second tank buster and then the whole thing would start to collapse from there. Not that it would be irrecoverable, just that you'd now have a helluva hurdle to jump in order to beat the enrage.
Personally, I don't like the idea of hard enrages, but I understand why SE has them. I like the softer stack-style enrages more, something akin to Nidhogg's Akh Morn's, just getting more and more powerful until eventually the damage curve outpaces the ability of healers to heal and tanks to mitigate. To a degree, it is what it is, and again, I understand why SE does it even if I don't like it myself. Still, worth talking about the benefits of a soft enrage-style approach instead of the purely hard enrage stuff that happens. SE does need some kind of hard enrage qualifier in there though, if only as a means of countering botting. Yes, it sounds far-fetched, but if it was possible to throw 6 healers and 2 tanks at a boss and successfully beat it via attrition, then you'd see an explosion of those "selling X/Y/Z clears!" in party finder, at which point you devalue the effort and work that goes in to clearing those fights the real way.