Not really, that changed occur because it was causing more work on the healers to keep Tanks with less HP alive. It was an unfair curveball being thrown at healers because tanks wanted to add more STR to hit harder. It had nothing to do with not wanting them to DPS and everything to do with how it was affecting the workload of healers compared to what it should of been.SE told tanks in 3.2 "youre not a DPS youre a tank" so yeah. losing 30% damage because dps isnt your job is literally what we got. I wholeheartedly agree with how you feel, but yeah
correction: Tanks that utilized the only aspects of hybridization, lost that much damage, those that were only tanks and not dps didnt really miss out on anything tbh. Im actually amazed they havent flat out done this to healers yet to be honest.
Yeah and why would they give a tank class with more DoT damage and oGCDs than MNK and DRG. /rollseyes
Dual sword wielding blue mage tank.
PVP should be another means of gearing up. Like around tomestone gear lvl.
That would get a ton more people to play.
Gear lust. In this game you just get your stuff and be done with it.
Dungeons. raids and PVP should have a chance to drop some good loot with rng stats on it.
It kinda creates a drive to keep running certain content to get the best items you can find.
I would like to see some alternative jobs to Bard and Mch that are DPS heavy instead of utility heavy like Ranger.
Trance from FFIX would be nice but wouldn't know how to balance it.
The more successful combos you do without letting them fall off you get a slight damage buff would add to the challenge of keeping up DPS and maybe encourage people to try harder
More "futuristic" looking areas, these are my favorite places to go to in a lot of FF games. I love places like Fractal.
Why does this always become the strawman whenever I mention wanting a fix to the tanking and healing meta? I'm not suggesting removing DPS options from WARs and SCHs. I'm not suggesting that healers have no offensive options in the open world, and have to rely on a buddy to level, or that tanks take 10 minutes to kill a quest mob, even if they're in no danger of dying themselves. I just don't want to see healers be able to ride Cleric Stance during the hardest raid content of the game, tanks be able to mass-pull dungeons and constantly drop their mitigation stance for MOAR DEEPS, and new classes like Noct AST being flatly unable to compare to ANOTHER HEALER because of something as stupid as "practical raid DPS ability".I don't get why people want tanks and healers not to dps... You know if we call them tank and healers, it's just because they have to tank mobs/boss, or make the party survive when taking damage. However, no one ever said that's all they have to do. We all are dps in the end. What would they do if they were alone ?
Also, be more openminded about hybrid classes. Unlike what you think, it might offers Nice balance to the game. Having the Warrior being more dps oriented Just like sch might be, is very fine to me.
I want mitigation and healing to be tuned in most non-solo content to where tanks NEED to use their stacks on IB, or need to stay in Shield Oath, and healers don't touch Cleric's unless they significantly outgear the content, because hey, I picked up a healing class because I actually want to push my heal buttons once in a while, not just put a HoT on a chain-pulling tank and spam Gravity. SHOCKER!
Also, SCH doesn't add "nice balance" to the game, it and WAR are literally uncontested for raid spots right now because of their stupidly high practical raid DPS. If you're seeing a AST/WHM or PLD/DRK composition for Creator it's just because Creator doesn't require maximum output from any composition, not because the tanks and healers are all comparatively effective.
I stand on the other side of that, since I feel utility should very rarely affect DPS output. Especially when the utility is designed to shine when things go wrong or in exceedingly rare circumstances.I was only pointing out that it's no different than, say, Stormlash, except that it can attach three role-associated (Wisdom for heals, Kings for tanks, Might for dps) buffs onto the Retribution Paladin in solo content, producing a versatile and fairly strong buff set for endurance, power, and sustain, and that at the moment, overall outputs for both Retribution and Enhancement are rather high given those utility components enough for the trimmed personal dps not to annoy me, personally.
I once played the role of dispeler in a Naxx 80 run because the guy who put the raid together brought two resto druids, which back then could not remove Disease-type debuffs (which meant doing the plague wing was impossible). It fell on me and the other ret in the group to use cleanse macros and download the addon Healbot to pick up the slack. It was the only time I ran into that situation, so I frankly didn't mind doing something a little different. Now if my role in a raid had involved cleansing shit off people all the time, then I would have had a problem, because it means I'm spending less time hitting things and more time pretending to be a healer.
I'd expect a similar experience with hybrid DPS like RDM, where the extra trades are nice once in a blue moon but don't drown out what I'm actually there for: to hit things with sword and spell.
No, but again, because the extra stuff doesn't drown out the main purpose of the involved classes. You're not bringing a resto druid for bear affinity; you bring that resto druid to heal your raid, and if things do go wrong then sure, they can tank for 12 seconds while the tank gets battle rezzed and hope that is enough to continue the fight and meet the enrages and everything else.And let's not forget the larger assemblage of Seals and their Judgement effects? Did that seem flawed design to you, in that many roles weren't quite so locked off or pure?
This game's design has not fostered that kind of attitude, and instead we're seeing jobs being weighed not by the aptitude at their main role, but by the utility they bring.
The goal was to give RDM something along the lines of Blessing of Protection. I figured that Phalanx wouldn't need the harsh penalty of preventing the recipient from attacking since it wouldn't make them immune to physical damage for 10 seconds.However, ideally Phalanx would be used on the largest source of damage to be taken near Phalanx's cooldown. Because you've left it linear scalar. Why wouldn't it be slotted immediately to be used for the hardest hit of the fight, as an additional tank cooldown? If you instead design it to favor lower health (causes the target to take reduced damage based on the %HP that would have been lost) or use a flat amount, only then will it not be slated for tank or key mechanical usage (e.g. powerful Prey attacks, cheesing the need to slip it off onto the OT).
Taking what you said in mind, the only idea that comes to mind would be a barrier based on the RDM's HP (single-target divine veil without the cure spell trigger), or something with reverse scaling so it's not very strong on targets with high defense (tanks) but strong on targets with lower defense values (though I have no idea how to make that work at all).
I actually had an idea for a boss fight involving a judge. It'd be an raid encounter versus 8 boss mobs that are based on player characters (jobs and all), with a judge acting as a 9th boss on the battlefield and dictating rules are you fight. The judge would make a call and you'd have something like 10 seconds to comply to the new rules or get a debuff.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
I personally think of healers as less healers and more strategists. I feel like I'm in control of the battlefield. A buff here, a debuff there, I dps this jerk, I heal this friend. And all of that from a safe distance from most of the action. I really like this aspect of healing and I might switch my main from ninja to a healer in 4.0. Especially if we get an interesting healer class. NIN is sorely lacking in actual ninja feel.I don't get why people want tanks and healers not to dps... You know if we call them tank and healers, it's just because they have to tank mobs/boss, or make the party survive when taking damage. However, no one ever said that's all they have to do. We all are dps in the end. What would they do if they were alone ?
Also, be more openminded about hybrid classes. Unlike what you think, it might offers Nice balance to the game. Having the Warrior being more dps oriented Just like sch might be, is very fine to me.
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