https://youtu.be/fFcZCEny4x4
I doubt anyone will be doing savage with less than 8 people any time sooner... but I wonder how long it'll be before someone does it healerless?
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https://youtu.be/fFcZCEny4x4
I doubt anyone will be doing savage with less than 8 people any time sooner... but I wonder how long it'll be before someone does it healerless?
What kills me is that in the reddit thread people are legitimately defending it.
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I'm waiting for the extreme casuals calling it overpowered,which is werid because they shouldn't be talking about balances.
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lol he called NM raids content.
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It's inconsequential. There's nothing game breaking or really advantageous about being able to solo a normal raid.
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I mean it's normal. It's soloing worthless content that doesn't matter.
Have to go REALLY far down to find some common sense.Quote:
People still get upset when you remind them healers are redundant in normal content.
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ngl even though it's pointlessly slow and has no functional purpose other than showing off, it still bothers me that stuff like this is possible. Not just because it shows how broken tanks are but because it shows how ridiculously easy normal mode content has become and the flaws in SE's encounter design.
It's just plain silly when a boss does basically no damage because it spends 99% of its time casting mechanics. We're already at the point where healers are virtually a redundant role in dungeons and the only reason you still see them there is because the duty finder forces it.
I know people will say "it's normal who cares". I care. The majority of content in the game is normal mode, it should be fun. Trivial content isn't fun. I dread doing roulettes in this game because of how high the chance is that I'll get put in some duty that used to be fun but has since been rendered meaninglessly easy. At that point I have to ask myself if I'm playing the game to enjoy myself or just to farm currency.
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It's a huge problem with healer design in general.
Because what do healers do when they're not needed to heal?
They push one button over and over and over again while putting out really shitty DPS numbers.
They are the only class in the game where they are made to feel bad for using their primary toolset- and the alternate play pattern is extremely dull.
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Pretty much. The problem on display in this clear isn't "WAR healing OP," it's "normal content is literally braindead."
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This. This is a glaringly obvious game design flaw.
Not only is this cheapening the other tank jobs, it cheapens healing jobs. Not to mention at face value alone this makes the game look imbalanced and goes against the whole social aspect of the game.
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We (healers) will never be redundant as long as DPS have lower IQ than the boss mechanics.
It's amazing how many people will try to defend this. 8-person contents should not be possible with only one person at the level and roughly the ilevel it was created for. (Factoring in the loss of the Full Party bonus, the stats should be pretty close to base 570-580).
There is a serious problem if that's the case, whether it's WAR being badly overpowered, the encounter being badly undertuned, or (most likely) both.
Some people will say it's OK because it's easy mode, but even if most players aren't intense enough to do this for healers shouldn't be dead weight in any content. Players will know if they're fundamental unnecessary even if a party messes up enough that they're actually needed.
I agree with you both completely. But, with how nerf averse SE is, I can't see SE making significant changes to it before 7.0. Hopefully I'm wrong, but it's hard to see it given SE's history. Healer DPS is pretty low this expac too, so the party benefits even less from having an unnecessary green slot.
What I don't get is why they gave WAR (and other tanks) great tools for single target mitigation, healers got even more tools too, like Aquaveil, Exaltation, 2 charges on Benison, ect. All this is fine. I'm not a fan of bland wet noodle toolkits that feel weak.
....but then bosses this expansion deal almost the same damage, or less.
Other games have made it work. WoW Death Knights used to be notorious for ridiculous boss solos and high tank heal, yet healers were constantly busy there. The issue in FF14 is bosses just don't do damage relative to the tools we have.
Like I said elsewhere. SE seems intent on making content below EX participation award level. They've doubled down on accessible to the absolute extreme end of the spectrum. Unfortunately, with the massive upswing in player numbers. I doubt they seen any incentive to actually change their design philosophy. At this point though, we're only bringing two tank and two healers because DF literally forces us to. We certainly don't need them.
What irks me is people keep screaming that Warrior needs to be nerfed when that won't achieve anything. Okay, 6.08, they nerf Bloodwhetting into the ground. What changes? P1N remains an embarrassingly easy fight that doesn't require healers to do anything but spam their nuke. Warrior's just can't solo it anymore.
Some points to note.
1. Although the video really underscores the extreme end of the spectrum, even EX content doesn't need healers. There were videos out of healerless clears before the current tier's high end gear was even releases. This is possible in no small part due to tanks just not needing healers. (The more impressive part of the no-healer clears is keeping DPS alive, but even that's not that high of a bar).
2. It's not just warrior. Single target, relative to other tanks, warriors aren't that powerful. Their healing is essentially on par with the others. It gets really absurd on trash packs, true, but the bigger problem is being able to do this on bosses and it's not just warrior that can do it.
3. It's not good gameplay design when, even in a dungeon, if the party wipes but the tank can continue to solo for 15 minutes to a kill. Everyone else is just sitting out and getting bored. Yes, this was possible to some extent before, but it's never been as common as now. Now add this to something like where the party, except for tanks, dies at say 30% in p2n/p3n/p4n. It's less extreme than a tank solo kill, but being able to duo through everything, only needing the other tank for stacks and just soloing every tankbuster, is still too much power in one role, and it's still making 6 people sit there and be bored for 10~15 minutes or even more.
Last I checked, no one was ticking a box that queues them up to be a spectator.
It really feels like healers are getting less and less appreciated by the community. I remember when i was on Aether during SHB i'd very frequently get 3 commends in dungeon, 5~6 in normal Raids, maybe even 8. One time i got 8 commends in a alliance raid because i basically carried mine and other parties, while explaining mechanics to people. This is the main reason i manage to fulfill combat mentor requirements. Ever since i moved to Lich Commends became much rarer. I could literally save a run with healer LB3 and get no commends for it. Maybe it has to do with cultural differences between US and EU but between my last time on Aether and Lich was a 1 year break so it may have to do with that too. Esp. reading those comments Deceptus compiled. It really worsens the healer experience because nobody really recognizes if we're performing well or not because no one seems to care.
All of these issues can be readily solved with two simple additions:
1. Significantly higher outgoing damage so tanks simply can't solo content like this, specifically Normal modes. It's absurd that even in a damage I can take a split stack solo and not even lose half my HP with only Reprisal running. That should outright kill me if not come incredibly close with big CDs running. The fact it doesn't is a far bigger issue than tank self-healing. They shouldn't be in a position to heal that much to begin with.
2. Put enrages back in normal modes. There's absolutely no reason P1N should last an hour, or that any fight can be a 25+ minute struggle with 40 raises being thrown out. With a hard enrage, you completely nullify tanks even attempting something like this without neutering their gameplay. Once again, the solution shouldn't be to make tanks glorified DPS who occasionally press Vengeance if even that. It should be to fix the issue so both tanks and healers actually have a purpose beyond being weaker damage dealers.
1) Add more tank swap mechanics to normal raids. The reason this (solo killing) can be done, outside of adding enrages, is because tank damage is too low.
Putting a debuff on a tank that can only be negated via a tank swap stops that sh!t ricky tick. Hell, in most content that 2nd tank is a Blue DPS, only there to keep enmity in case the MT dies.
2) Add Doom to more normal raids that needs to be cleansed. This also requires healers to be present (or bards :D)
Basically there are multiple ways to mitigate this kind of gameplay and the FFXIV Devs have blatantly refused to do any of them and have negated the entire healing role because of it.
Why not both?
Reduce tank healing at least to pre-EW levels. And increase damage so healers have more to do. It's not like fights having very low healing requirements is a new complaint...
The problem is that this assumes a tank soloing current full-party content is the problem. It's not; it's a symptom. If you make it so "Well now a tank literally can't solo it; they'd have to duo it instead", you haven't fixed the issues at the root.
Enrage would make DPS necessary, but not healers. I've already been forecasting that solo heals or no heals will be very popular this expac if design continues as is, outside of cases where mechanics may force 2 healers (eg healer-split-stacks in p2s, for instance)
Because then tank becomes boring. They'd be reduced to a 1-2-3 watered down melee again that presses a CD 3 times per fight. Tanks having a significant contribution to their own survivability is a good thing, it requires you to use defensives liberally in raids and press your buttons. It feels good to be really tanky because you're playing really well.
If bosses hit much harder, there's no problem with tanks having heals or mitigation because the boss still hits too hard to solo anything.
It irks me that healers can cry out for more engagement than one button dps, while at the same time demanding the devs rip abilities away from other classes and roles. No wonder they don't listen to us.
So, hey, why not take a tip from what healers are doing and ask for a more complex rotation?
Except tanks haven't been 1-2-3 for a while now (except DRK I guess LOL). But if a job has to be overpowered to be fun, then, you like playing an overpowered job, and it has nothing to do with complexity. Smart use of CDs has been important well before the era of "press your absurd healing-win button every 25 seconds".
Everyone looking from their own (main job) perspective.. but in this example DPS not even required.
Healer is required if tank is not a WAR or PLD (secondary tank useless in p1n)... but another thing PLD managed to solo things before EW but I never hear anyone complaining about PLD heal.
Edit: IMO p1n and p2n designed very simple to make sure every player can do it with little effort and little practice. It is not going work in p3n (add phase, decent damage to both MT and OT after add phase) and p4n (falling orbs requires different jobs).
To my understanding PLD has good sustain at the cost of DPS since it's heals require MP which is shared resource with offensive spells used for the requiescat half of it's rotation. Meaning that yeah you're healing really good at a cost of your DPS, that's a fair trade off for a Tank. WAR doesn't do that, his healing is just a layer on top of it's DPS.
Not anymore it is a trait called: "Divine Magic Mastery II" does both DPS / Heal.
No enrage means any fight with no DPS check a Warrior can solo. What's ridiculous is this is lvl90 content. If you need proof Warrior is the Tank to play based on it's kit then here it is. I'm impressed it even exists.
Dark Knights salty then ever before.
Idk why people are asking for WAR nerfs. I think the unkillable tank that can heal themselves is good niche for tank. And WAR isn't the strongest rn so nerfing them will likely lower the popularity.
And yeah, SE is very much against nerfs unless it's ShB SMN, look how that turned out.
Nerfing a job just so other jobs can keep up is a line they don't want to tread on unless they deem it necessary, lest they want backlash if said nerf goes too far. It's just easier to buff everything else.
And NM raids tend to be super generous on dmg so no surprise there. SE is deathly afraid to make non-high end content hard because there's just too many players that can't be bothered to dodge an AoE or play ice mage.
The bigger the playerbase gets, the less willing the dev team is willing to make things harder. Past harder content like extreme and savage, you won't see fights that are "hard".
Machinist, Ninja, Parry, Accuracy, Tanks melding STR instead of Vit, DRK, Phys Ranged + SMN being scuffed, Healers not being needed in endgame dungeons on more then one occasion unless you grouped with a DRK, removal of almost all DoTs and Positionals.
Objectively a whole lot of stuff is a nerf.
While I agree classes should just be buffed I think WAR DPS should be increased and it's healing should be knocked down a peg.
You could probably get away with 2 DPS and 2 WAR or 1 WAR and 3 DPS in typical 4 man content.
And even now endgame content with no healers at all.
The amazing thing about this Warrior clearing the fight is given there is no enrage timer, it is synced content, endgame content, no echo buff to speak of and it can be done. I think Paladin could maybe do it too.
But I think a GNB would struggle to do so and Dark Knight just forget it.
All of the healers got needed in 5.0. A nerf we still haven’t recovered from.
Have to admit, I don't hate that this got solo-killed. But that's only because I know how little mitigation and healing P1N takes to survive.
If content's going to be that trivial in its tank and healing requirements, we might as well have 1-hour videos by which to skip through it, have a few hand-shovels of popcorn, and laugh at it being soloed.
I just hope that people realize that this isn't a "Warriors are OP" issue and rather a "Healing requirements are bottom of the barrel" issue
It´s both... tanks are way too strong and WAR is on top of them. Even savage could theoretically solo´d by a WAR or PLD due to the idiotic amount of self-healing. A good WAR pretty much never needs any heal from healers, not in dungeons, not in raids, not in EX or savage. Once you hit level 58 to cover Equilibrium and RI, you´re going to be unkillable and you outheal healers right at the moment, they would´ve to heal you finally.
Tanks need a flat nerf, WAR needs 2 nerfs and any aoe´s in any content should shred armor, so tanks can´t eat 5 vuln-stacks meanwhile raging about others who die instant, because they play a heal or DPS class.
Just because the content is piss easy you want too nerf tanks ? And sry if you die too ground aoes in content that is telegrapht then you deserve it. If it’s not early snapshot weight of the land then you are 100 % at fault and not the tank. Also a tank with 5 vuln up that main tanks also gets oneshot by tankbuster if he’s bad and doesn’t use any cd. Had that happen in the 81 dungeon we’re the tank had 5 stacks and got one shot by the tankbuster.
Final Fantasy 14 has the problem that the content is designed for (I’m sorry for saying that in this way here) monkeys and I say that’s even a insult too the monkeys because I actually needs max 3 button too clear the normal content in this game.
Never said "it´s the tanks fault" or something. It´s just laughable how strong tanks are even without using their defs. If SE would buff the content on a degree, where tanks would actually get hurt, you could get ride of any defs or mitigation on other classes, because they would die to any shit immediately. And no... just some tankbusters here and there is laughable and not enough.
The content is too low yes, but tanks are also way too strong when they´re theoretically able to solo everything in this game, if there wouldn´t be a DPS check or instadeath mechanics caused by missing partymembers. Being tanky is one thing, but being immortal another.
Don´t know if you mean it that way, but do you actually try to defend tanks dieing to 5 vuln stacks?! I mean... that it´s actually possible to have such an amount without using defs is a joke. Even with defs it shouldn´t go higher than 3. And while eating the 3rd stack you shouldn´t survive without burning everything cd into it.
And then what?
If they give tanks a flat nerf, I guarantee the last thing they'll ever think of is giving healers anything more to do. Babysitting the new paper tanks will be our job, which in reality will mean 2-3 GCD's per fight out of our 200 Dosis or Broils. And we can all pat ourselves on the back for getting the evil class that took our job away nerfed, then turn back and realize our own job still sucks and we just reinforced it.
Tanks are not immortal. WAR's personal single target HPS can hit roughly 2k, which is a health bar worth every 40+ sec or so. Healers obviously have far more HPS. If boss autos were tearing big chunks out of the tank every hit, that 2k/s wouldn't matter, it'd just be supplementary to help the healer or to hold on for a little when a healer dies or has to Raise someone. It's actually quite sad and shows just how low the damage intake is in this game when tanks, who are meant to be constantly taking auto attack damage, are judged to be "immortal" or are soloing instances over a measly 2k/s on an 80k+ health pool.
Nerfing tanks embraces a game design where everything does noodle damage. It means the sort of gameplay where dps pull for the tank because who cares? The tank isn't even needed, dps can tank dungeons if they wanted, mobs barely hurt. It's where a tank can die and it's all fine, a dps can tank the boss until the next tankbuster while you casually Raise the tank. It's where there's nothing for healers to heal because autos are just a small tickle. Personally I'd rather say "I like these effective tank/heal toolkits, but give us something to really put them to the test!" rather than "please take my toys away so the noodle damage feels threatening".
I remember when 2 vulnerability stacks meant you needed to Tank Swap. Oh how times have changed.
I know what you mean and ofc you didn’t say tank fault. The problem is just that 90% content in ff 14 was designed for baby’s. Every dungeon and normal trial and normal raid is designed so every player can drool on the keyboard and still clear the fights. Even if the tanks didn’t have self sustain it doesn’t Change the fact that healer kits are super powerful and bloated with ogcd tools, people shit rightfully on white mage how bad it is in comparison but even whm has decent ogcd tools. And even then if they prune the ogcd heals, what makes the difference from spamming glare/malefic/broil/dosis to spamming aoe gcd heals, it’s again one button but the difference between healer, tanks and dps is that tanks and dps do have rotations they need too do.
I was a healer player in ShB and swapped too meele for endwalker and it actually made me try too push myself too get good logs and optimize in my static, playing healer did the opposite for me, it is fun early and then becomes so boring because you map out the entire fight and then it’s done.
Ah, good. The inevitable healers crying about a warrior soloing irrelevant content thread. It has arrived.
It's nothing new. Tanks have done similar - sometimes even crazier - things in previous expansions. They didn't get nerfed for it then, and WAR shouldn't be nerfed for it now. Its representation in the EX trials and savage modes is proof enough of that.
They will just nerf Dark Knight instead. And buff Holmgang again.
Hi there! Few thoughts on my mind.
I’ve been playing warrior since 2.0. Even in 2013 the same “issue” was brought to the DEVs attention.
“Warrior is op. Warrior is trash. Warrior can’t take a tank buster. Warrior can solo anything.”
Slowly over the patches the DEVs homogenized warrior towards paladin. Taking away the healing and adding more -dm.
That being said. Warrior is in a great spot. Mediocre damage, great sustain and -dm.
But.
The sustain for EW has already been nerfed compared to ShB nascent flash. (Based off damage dealt for a heal vs set cure potency 400)
I have no idea where I’m going with this post.
Thinking out loud.
Remove warriors -dm from everything. Reinstall the %hp and cure potency on defiance.
Inner chaos %300 cure potency for damage dealt.
Blood whetting remove the set cure potency and set to 10% damage dealt 5s heal.
Fell cleave and decimate heals for 100% damage dealt.
Bring back mercy stroke!
Funny enough? This use to be 2.0 warrior. Well close to it. Instead of bloodwhetting it was bloodbath.
I wouldn't say current content is "irrelevant", Content designed for groups should not be able to be solo'ed. It just shows how hilariously undertuned the game really is when something like this is even possible. Nor should an entire role be rendered irrelevant by design which is honestly seems like the game is going out of it's way to do.
All fights relying on a script instead of reasonable AI doesn't help matters. Everything is predictable instead of critters actually trying to kill players. If a player has low health, the boss should ignore the tank and try to kill the player regardless of class. If a tank is soloing well, the critter should try a series of tank busters. Give critters AI that takes a little skill to beat instead of having us always dodge aoes in the same sequence fight after fight. No two queues should play the same way.
Sure they are. When it concerns DPS. From my Healer Double Standard post 2 years ago:
Yoshi-P on Red Mages (2 part GIF):
https://i.imgur.com/TzNQfGE.gif
Meanwhile on Scholar
https://i.imgur.com/saGkK51.png
Oh hey. Outright false information.
There is only one scenario that the current Nascent window is nerfed in, and it's in one, single target window where you dump all your offensive cooldowns.
In literally every other scenario, current Nascent is stronger. Literally every other scenario.
No cooldown single target? Better.
Two-four target deadzone? Better.
AoE? Better.
Helping a party member off tank? Better.
They have decoupled Nascent's power from having to move burst cooldowns out of party buff windows to be used defensively.
Current Nascent is beyond stupid.