So you want the tanks become more like DRK then?
We just had a doom mechanic in 5.3, and possibly more since then I haven't touched EW High-End content so I don't know. Boss nukes everyone to 1 HP and the healers have to heal everyone to full. Sure the tank shouldn't cast a theoretical SIO that buffs everyone's HP for that mech, but I don't trust casual pug tanks not to do it in Duty Roulette.
I think this is sadly the case for both tanks and healers. As bad as ShB and EW were, it was probably only wins on the data side of things.
I dont mind removing some healing from PLD.. just leave Clemency the way it is.
WAR sucks at the moment.This is my opinion.
Is it the best at the moment regarding sustain, complexity vs dps aka what do i need to do to do pain to boss/mobs, mitigation.
Yes but at what cost?
Bloodwhetting, inner release on cd - if something is alive and you need hp hit eq if only you and if group needs healing shake it of...wait for button and smash it, i bet you can make WAR full macro and play savage with it. Writing this alone hurts but this is WAR at the moment.
And full stop with Xenos, yes bald beard is funny but his takes are BS most of the time and made to rattle on the ape-cage he calls "twitch chat".
Who ever thinks this is ok, needs maybe a couple of good games or a friend because this is nonesense on all levels.
DPS too much for rotation (hit buttons on cd = WIN), mit is the same as other tanks with no downs side, sustain is ... not sustain, when you play WAR you have a little WHM tied on youre axe because its not far off with the healing potency.
Take it or leave it but i think WAR(the tank i play, if any. the rest idk ask peep who play them, i hear drk is als not so hot, gnb ,my friend said on the other hand is good?) needs a rework.
An analogy I heard recently to try to get tank mains who think WAR (and arguably PLD) are remotely balanced was asking if you’d be happy in casual content if the enemies never grew resistant to holy’s stun or if kardia healed per hit per enemy
Like yes there is still a fail state arguably but it’s hilariously overpowered to the point of diminishing another’s role
Doesn't have to be a 1 to 1.
But something does need to change.
The alternative is just more annoying mechanics and a copy/paste of them that will circumvent the ridiculous levels of sustain we've reached. (Hello every Eureka Orthos mechanic being a oneshot)
At BARE minimum, they should remove overtime from shake it and the HoT from Equilibrium so that DoT's can hurt a Warrior again.
AoE BW straight up ruins casual content too, so they should just make it single target.
BW is free to use every 25s and gets 4 GCDs of benedictions with only 17s downtime on a tank, also serves as an auxiliary short cooldowns.
Benediction, a WHM button that does the same but for only 1 shot is a 3m cooldown on a healer.
Do the math. That’s just very lopsided.
inb4 “then let’s shorten Benediction cooldown!!!”
I'm not sure why people keep pointing at DRK as if it can't handle big pulls just fine. DRK can handle big pulls just fine, it just requires the healer to not be completely asleep at the wheel, which is a good thing in terms of role balance.
Clearly Benediction should gain the ability to be fired off 4 times in a row to match WAR. :)
DRK is just fine in W2W pulls, it's not as easy as press Bendiction 4 times every 25 seconds with no downsides, but it's not braindead and you're actively using your whole defensive kit, which is how things should be.
Also i healed all tanks in dungeons and let me tell you, i'd rather have a good DRK, than a mediocre WAR.
DRK also get a funzy healing ala Abyssal Drain (W2W only) and different shaped AoEs. Smart use of these together with their other tools really feels great.
The only level area where DRK feels near unplayable is early stormblood with the worst of it being Bardam's Mettle, it gets difficult again around lv 82 but beyond that it works okay. Abyssal Drain feels pretty undertuned compared to other options but its not really needed.
I've been reading this thread with great interest. I'm one of those "filthy casuals", a former disillusioned RDM main who turned DRG and will sometimes heal for fun. I'll level all my jobs but never touch any of the tanks anymore once they are at max level. The reason for that? I don't trust healers in duty finder. I have met many more cure 1 White Mages than I should and Esuna doesn't even seem to be on some healers' hotbars. So I just did not tank.
However, that changed recently when I was tired of waiting in queue and didn't feel like healing either. So I queued as a tank, WAR of course (based on how the jobs played while leveling, the other tanks except maybe PLD just aren't for me), and I had really fun. I'll keep doing it! It's easy, it's fun and that's all I want from it. And I think I'm surely not the only one, so perhaps that might be a reason for WAR being as strong as it is - to give super casual players a reason to at least give tanking a try? I don't know, but that is my theory. I'll leave the discussion about jobs in high end content to people who actually know what they are talking about. :D
That's the main concern. It's simple yet strong. Think of the sweating gamer guy meme picture. That's how some of the tanks play. And then there's the gamer singing Payphone meme playing as WAR. Then for some reason, the WAR is doing more damage than the other tanks for less the effort. Unfair, isn't it?
Of course it sounds unfair. And I suppose it is, especially in higher end content! I personally, for the content I do, couldn't care less about damage. So long as I hold aggro and survive the W2W pulls even with a bad healer, it's all good. It doesn't matter to me if I do 10% more or 10% less damage really.
Question, and I’m not saying this rudely I’m just genuinely trying to understand
What’s the point of playing an MMO if your goal is to play a class where you can functionally ignore the other people in your party
Like WAR does everything for you and I can kinda see how that’s fun, but what’s the allure of doing that specifically in an MMO
You can go turn Clive into a walking tactical nuke and functionally achieve the same thing
the "fine I'll do it myself" mentality has always been a big part of the tank fantasy in games, for better or worse. one of the biggest appeals to tanks across the genre after all is being an invincible killing machine. we can see this reflected in tanks in other games like the Heavy from TF2 or Roadhog from Overwatch.
even in those games however, there's always been pretty clear and distinct by-design weaknesses with tank characters/classes to specifically make them rely on team coordination just as much as anyone else in their team. something that WAR has effectively erased by having no real weaknesses which is compounded by several other XIV specific issues like the dev team not really caring about anything under Savage when it comes to challenge/balance and the erosion of party coordinated mechanics.
im so sick of getting warriors in groups now whenever I play healer, i'd rather leave. If square wants tanks to be solo classes, they need to give healers other things to do.
pressing 2 button for a whole dungeon isn't fun, and never will be.
Even in the FPS PvP games that you described, the primary function of those tanks is to control positioning by denying space to the enemies by suppression fire or hooks. That in turn gives the rest of your team more room to set up angles on their opponents.
Tanks in FFXIV have very little impact on positioning, because most fights are scripted to reposition the boss automatically. The only things of value that they have left are mitigation and the ability to deal damage. The former has been inflated to excessive amounts, and the latter has atrophied. It's actually a much worse deal than those other games have, but players are being shortsighted because it lets them feel special in casual content.
No, and also no, though let me preface what I am about to say with this; I agree with your basic position that tanks have too much self-healing and I think the blending of role lines is generically bad, and specifically bad with regards to corundum, bloodwhetting, and clemency.
For all of EW, warrior has been simple, had powerful utility, and high sustain. It was only missing damage up until fairly recently. But taking a look at fflogs (admittedly imperfect, open to better sources if you've got any) Dark Knight's way ahead of warrior in savages. Warrior does have the lead in ultimates, but dark knight isn't that much further behind on Omega (drk 607 to war 738) and is basically at parity for thordan. So it seems to me that the most edge chasing group of people care a lot but the rest of the playerbase at large, hard to say.
People care about a lot of nebulous things when it comes to what they play. There's an amount of players who don't care about power at all. Just wholly subjective things like game feel, available job specific glams, my co-tank is already a warrior, etc. This isn't an excuse to just leave imbalances sitting around, lord knows I am tired of warriors getting constantly buffed all the time. But it's not quite as simple as more power = more players.
As for summoner, people do not flock to poorly designed jobs, unless you are taking a high level meta approach to what you mean by design and are talking overall health of the game and not just if a job is fun and coherent and such. Like HW ninja was wildly poorly designed for example, but only because they gave it all of the utility and it was bonkers imbalanced, even if that's the best iteration of nin to date imo just from a gameplay perspective. While I wouldn't use popularity as the sole determining factor in if a job is well-designed or not, I would say that it's enough to keep the job out of the bad category. Since it's so popular it is clearly filling a niche that is worth catering to. The tightest and most thoughtful design is ultimately meaningless if it does not attract players.
If I recall correctly; I think Endwalker had overtuned jobs across the board due to complaints. I remember RPR was a very dominating job at the start of the expansion, and then everyone complained that other jobs couldn't keep up with it. So, instead of nerfing the new shiny job; they buffed every other job on the list. I could say the same happened with healers compared to SGE as well, but not a lot of people spoke up about that... Like there was complaints, but it wasn't as loud as the DPS.
When P8S was overtuned; they did yet another round of buffs for certain jobs, and that included WAR and PLD.
This is my own take on the matter, but I felt the stat squish at the get go of the expansion kind of screwed with the overall balance of the entire game's content by some degree. Like even syncing down to older content in roulettes; people are just rolling through it extremely easy compared to how it felt in Shadowbringers. It could be gear creep, but gear creep + upscaling jobs due to complaints can really make small utilities in DPS and Tanks outmatch a healer's kit in some situations. The Omega Protocol was beaten without healers during the patch it was released on. I commend the group who accomplished that because that does take a lot of skill, but it shouldn't been possible at the given timeframe it happened.
I really feel at the end of the day that it is a factor of stat squish imbalances + overtuning jobs + gear, and that is why we have jobs that are too overpowered for their role right now. I hope it does get re-tuned properly for Dawntrail.
^the healers weren’t buffed to equal SGE SGE was buffed because it couldn’t keep up with SCH in TOP
WHM only got a fix to its lilys 2 expansiobs overdue and AST got nothing in terms of potency
To be honest I still play Dark Knight regardless of the fact, there are some incredibly narrow things its does better that keep it engaging for me.
DRK has a criminally underrated mitigation gameplan, and having TBN,Oblation and Dark Mind on lower cooldowns is often disregarded as an advantage the job holds. Maybe also a hot take but I also think DRK has a far more engaging AOE rotation for dungeons than basically any other tank thanks to alternating circle and line aoes with weird tools with salted and Living Shadow.
To be the WAR sustain issue is starting to become part of a bigger problem than just one job being broken, I think tank sustain as a whole is powercreeping in a fairly unhealthy direction and I would rather not see DRK and GNB get their own equivalents to BW. I'm definately on team nerf tank sustain over nerfing WAR specifically, even PLD is starting to get pretty crazy in terms of it.
So for me, playing WAR is not my goal; my main job is DRG. WAR is just really fun for me when I do queue up for roulettes as a tank (which doesn't happen very often, but at least I do it occasionally now - before trying it on WAR I never did!), while I just don't enjoy the other tank jobs. I like the aesthetic, the sounds and just how the job plays. That is one part. The other part is that I don't want to die to a lack of healing from the actual healer in dungeons. As casual as I am, I still have my limits too.
That being said, for all I care they could nerf WAR dps to the ground and I'd still prefer it over the other tanks for above mentioned reasons.