LOL so umm doing story and job quests are not solo based? Dang I guess I was asleep at the wheel while leveling all jobs to 50 and 8 battle jobs to 60... BTW Leve's and most Fates can be soloed and usually are.That's not true at all.
This game has practically zero solo content, and I could very well just turn the tables on you and mention that if you wanted to do solo content, you could just switch to a class capable of dealing damage. FF14 is one of THE ONLY games in my mind that's able to get away with a class that has zero offensive skills... And they actually got pretty close to that with AST. Also, SE has had a nearly impossible time balancing out SCH/SMN when both of those came out off of the same class in 2.0. As such, I don't think we're ever going to see multiple jobs coming off of the same class ever again.
I'll repeat myself, they wouldn't focus several slots, a MAJORITY of slots in WHM and WAR's case, to damage skills unless they intended for those skills to be used at the highest level. Saying that it's intended for the already trivial solo play in this game is scoffable at best. What is there to solo in this game?
Were numbers invented or discovered? How many Moogles does it take to make Kuponut rum? Answer: zero... They will give you a quest to make it.



I would prefer the game be built around your skill mostly influencing your chosen role. I choose to be a paladin in order to be a tank, not a damage dealer. The OP is correct in that everyone should always be trying to improve themselves and gain "mastery" of their job, but I'm not fond that requiring so much focus on things that are outside of the main role of the job.
Of course all jobs will have a measure of dps, particularly in a game with solo content, but "mastery" of your job should only include a small focus on dps if you are a tank or healer, not a large one, as it seems to be now.
If a Tank or Healer can dps and preform their true role correclty, then I see no issue and welcome dpsing. As a Healer I try to Dps as possible, but only if I am able to do it. Right now there is a mindset that if you are not dpsing, you get booted out, which in my opinion is very wrong. If I wanted to mainly dps, then I would played a dps at endgame.WAR got their whole Deliverance suite, with Fell Cleave and Decimate
PLD got Goring Blade and Royal Authority
SCH got Broil
WHM got Aero 3, Assize, and Stone 3
TL;DR: Tanks and Healers who DPS are core to FF14, and are here to stay. There are many of us that like it this way, please stop complaining about it now?
The skills that are mentioned above are needed for certain classes to do the solo-content and help with off-tanking. A War that is off-tanking will be using Deliverince, on my SCH I never use Broil in dungeons, but I love this skill when doing open-world content for its high dps. In other games Healers and Tanks get alot of dps skills, but they hardly use them at endgame, because those skills are used to help do stuff while leveling and in the open-world.
So dpsing is something we can all do, but it should stay a off-role, forcing others to do it, when they clearly did not pick a class for this very reason is silly. If Dps becomes a off-role, then Dps classes need to do something else aswell. Healing and Tanking is the least played role, because they have a bigger workload and more responsability. If SE is intending on making it so Healers and Tanks need to dps aswell, to reach certain stuff, then I find it only fair that Dps do something else aswell. Otherwise we will see a increase in Dps and a decrease in Healers and Tanks.
Last edited by Laerune; 11-22-2015 at 05:33 PM.
Or at least give them some form of viable utility outside of -debuff here-. As it is, it's basically limited to Battle Litany, Mantra, and Trick Attack. SE kind of screwed this one up since CC is essentially worthless in this game. I approve of that though, I'd love for DPS to be more engaged than just 'do your rotation good and don't die. Oh and maybe sometimes you'll have a special mechanic just for you. Don't panic and wipe us all'.
What the devs need to do is simply get rid of the stance dance nonsense. I can see keeping the OT DPS stance when they don't want to take agro from the MT but at the very least they should combined the DPS and tank stance for Main Tank and lose the dps loss in Tank stance. So that way Tanks can focus on what they need to do and still keep that dps up. They should also allow Vit to be the dmg stat on top of hp gain.
They need to add acc to healers gear and simply get rid of the dps stance. They should also allow mind to be there dmg stat.
The devs can easily work it so that tanks and healers will never do as much dps as damage dealer class. Devs fix your game
Were numbers invented or discovered? How many Moogles does it take to make Kuponut rum? Answer: zero... They will give you a quest to make it.
I'm pretty sure most people aren't saying Tanks and Healers shouldn't be doing DPS; pretty sure most are complaining that it's required. That raid groups are suffering if there are healers who can't find time to DPS. Yes, there are times when this happens. You can call them shitty, whatever, but sometimes you just can't DPS and it shouldn't be up to the healers to make up that DPS when they are dealing with some of these pretty intensely heal-related fights. A fight shouldn't be lost because a healer couldn't DPS, especially when your DPS aren't slacking.
What they are complaining about is: DPS Healers and Tanks should be welcomed, but it shouldn't be required in order to win a fight. I haven't seen one person say Tanks and Healer should lose all DPS abilities and be a "Heal only" "Tank only" role. Maybe I just missed those posts.



As a healer, I love DPSing. I think the problem is that the end game raiding at the moment is very one dimensional. Throughout coils I was always busy healing and found it very satisfactory when you could find downtimes to add to DPS. Nowadays as a SCH I'm pretty much the opposite; in cleric 90% of the time only looking at when the WHM might need help. Yes DPSing as a tank/healer is something I want to keep, and yes it can be very satisfactory to raiders, however it's pretty lazy on SEs part to make everything about DPS checks. As someone who did choose a healer, I would love to have mechanics that actually properly test me on that aspect of the job too.
So while I don't agree with those who want to remove healer DPS, I can understand why they may be complaining about the way fights force them to play a certain way.

read the first line of this thread already know this guy is a mook

I just leave it here, so you can read it, google it and find lots of other sources. In short you are at least half wrong.
http://forum.square-enix.com/ffxiv/t...ount-for-raids
Healers are not asked to DPS, they might help but if the party fails at meeting the dps check we just can't blame our healers.
As far as the tanks' contribution is concerned, I wouldn't be surprise if the team was considering just the amount of dps they generate to maintain hate, which would still make the DPS responsible for the lack of DPS (if their damage output is bad, tank don't have to put a lot of effort to maintain hate so their dps is lower as well). Still, this last part is just my guess so I could easily be wrong.
The point is that I don't think that all the dps doing raids know perfectly their rotation. We have guides, suggestion as to what the BiS gear is but they are all assumption - often they seem correct, but I don't think we have ever had a confirmation from SE.
Just imagine how many things we might be ignoring ...![]()
The issue is SE has made dps such a choke point and defensive and healing abilities less so that it's encouraged to bring more dps even as a tank or healer.
If focusing on healing and mitigation actually did anything beyond surviving tank buster mechanics we wouldn't see this dps meta.
But the game design rewards dps over other mechanics so good players are on turn forced to play outside their own roll.
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