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  1. #1
    Player
    Yorumi's Avatar
    Join Date
    Sep 2013
    Posts
    390
    Character
    Yorumi Eienyuki
    World
    Ultros
    Main Class
    Red Mage Lv 77
    Quote Originally Posted by Izsha View Post
    If you don't care to push the limits of a job then you're not going to be pushing the limits of content (cutting edge, doing stuff under the designed ilvl etc). There's nothing wrong with that, but that's what it is.
    Why though should pushing the limits of a job involve solely pushing the limits of another job? When a dps is asked to push the limits of his job that involves maximizing dps, not maximizing tanking or healing. Likewise shouldn't a healer pushing his limits involve maximizing healing output and a tank pushing limits involve minimizing damage taken? Yet in reality when a tank is asked to push his job to the limits this involves ignoring mitigation(granted there's not really a mitigation stat) and instead focusing on dps. For a healer, similarly this involves minimizing healing in favor of maximizing dps.

    Does that not suggest a fundamental design flaw? Should we be calling for blms and smns to maximize healing at the expense of dps, and for melee dps to maximize tanking?
    (5)

  2. #2
    Player
    VargasVermillion's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    851
    Character
    Val Vermillion
    World
    Tonberry
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Yorumi View Post
    Why though should pushing the limits of a job involve solely pushing the limits of another job? When a dps is asked to push the limits of his job that involves maximizing dps, not maximizing tanking or healing. Likewise shouldn't a healer pushing his limits involve maximizing healing output and a tank pushing limits involve minimizing damage taken?
    There isn't much you can do to 'maximize' mitigation, typically maximizing for a tank is doing both efficiently as with healers. but with healing and mitigation if you're maximizing by doing more damage you've essentially maximized healing or mitigation as well. Even if mechanically you are supposed to maximize mitigation or healing it would require a re-balance of the combat system, classes and fights that are in game to see that design through. You'll never see dps 'maximizing via healing or tanking because they never need to nor could even if they needed or wanted to.
    (0)

  3. #3
    Player
    Izsha's Avatar
    Join Date
    Nov 2013
    Posts
    966
    Character
    Izsha Azel
    World
    Exodus
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Yorumi View Post
    Why though should pushing the limits of a job involve solely pushing the limits of another job?

    .....

    Does that not suggest a fundamental design flaw? Should we be calling for blms and smns to maximize healing at the expense of dps, and for melee dps to maximize tanking?
    Quote Originally Posted by Izsha View Post
    As for if tanks/heals SHOULD be forced into cutting corners on their primary function in order to dps, that's a mater if taste.
    Thats a design choice not a design flaw. Your implied assertion is that to push the limits of a tank class means to tank harder (mitigate more, have more hp) and therefore not doing that (cutting hp and dpsing more) is a flaw. It's based on the assertion that tanking is about having more hp and mitigating (tank stance all the time). That's not right or wrong on principle. It's just an opinion about what a tank "should" be.

    This is really just a philosophical debate on what a tank "should" be. Some like the aggressive current meta. Some feel that's not how tanking should be. But ultimately those are both just opinions and neither right or wrong. But to change the entire game around just to flip the tables on who's happy and who's not isn't practical. That's a lot of dev effort just to cater to a different audience. That just doesn't seem practical to me unless there's some evidence that 5% of the tanks like aggressive tanking and 95% hate it and want turtle tanks (for example). For all I know , most people might prefer it the way it currently is. Idunno.

    The only way to really appease both camps would be to make vit the damage modifier for tanks. Then dps tanks are still happy and turtle tanks are happy because they are one and the same. But that removes one of the only flexible aspects in this entire game (and sad goldsmiths lol).

    There's no right or wrong way that tanks should conceptually function because it's just an opinion on what people think tanking aught to be like. But the design dictates which path is best. That's just a design choice, not a flaw.
    (3)