A few people have touched on it in some other threads, probably with the lack of detail its hard to know how to feel about it exactly, just hope they dont screw up the tanks and called it balancing haApparently, this live letter happened and has been making rounds on Reddit. Thought I'd share since, well, we have some interesting information.
https://www.reddit.com/r/ffxiv/comme...n_live_letter/
Some immediate take aways
- Enochain will become a permanent buff.
- Shadowskin and Rampart will be merged into a multi-role ability.
- Astro buffs will not be rolled back as "all healers are viable"
- Debuffs (Slashing, Blunt and etc) will not be removed.
If they screw it up, maybe it's time to embrace the MOAR Deeps meta, and do away with the trinity and just let healer and tanks do as much damage as damage dealers and ignore aggro and healing?
Yeah, I know, I'm being cynical. After 4 years, I am beginning to lose faith that the fine folks behind ARR will figure out how to do anything but feed the moar dps meta and screw up tank and healer balance time after time. I hope that they can figure it out. I prefer tanking and healing, so at this point my hopes and wishes are for a successful re-balance of the combat system. My expectations are not high however.




Having recently done The Feast on White Mage. I love how intense the healing requirements are. You blink and the Bard dropped from 9,000 HP to 4,000 and you're expected to get them up fast. I can appreciate certain bits of PvE needs to ease players into it (i.e. leveling) but I wish more content had similar demands from healers.If they screw it up, maybe it's time to embrace the MOAR Deeps meta, and do away with the trinity and just let healer and tanks do as much damage as damage dealers and ignore aggro and healing?
Yeah, I know, I'm being cynical. After 4 years, I am beginning to lose faith that the fine folks behind ARR will figure out how to do anything but feed the moar dps meta and screw up tank and healer balance time after time. I hope that they can figure it out. I prefer tanking and healing, so at this point my hopes and wishes are for a successful re-balance of the combat system. My expectations are not high however.



There's not really anything they can do about that: In each and every fight in this game, you "Win" if the enemy HP reaches 0, which requires damage and nothing else. As such, it has an innate supremacy in importance over anything else. Healing and Mitigation are useful, but only insofar as that they allow you to get more damage in, which goes over countering the damage that you cannot avoid taking. And just that damage, not more.
Except they're already so immensely powerful that we need to have hard enrages to limit their power. Worse, since healers are so immensely powerful, a lot of mechanics in so called "non-faceroll content" are insta-gib or otherwise crippling mechanics to prevent the healers from nullifying them - which in turn also makes it impossible for them to allow Damagedealers to actually deal more damage by allowing them more uptime, which however is the only way for more healing than is necessary to counter the un-avoidable damage to be useful. Even worse, they can deal non-insignificant damage themselves, so even if they COULD allow Damagedealers more uptime, the benefit of that would have to compare to the Damagedealer just doing the mechanic right and the healer DPSing in the meantime. And tanks got it even worse than that because even the best mitigation at best can only increase healer DPS, not that of damagedealers.
And that's not even going into the issue of different skill levels and overgearing - If you make a good tank only tank, a bad tank will just die. Similar goes for healers. If a healer in i270 can't contribute much DPS, a healer in i250 will likely just fail. But if you tune for a lower level, DPS supremacy kicks in -> Hello DPS meta old friend!
The only thing they can realistically do about that meta is to design fights in which damage isn't needed to win - which in turn would make Damagedealers and like 80% of all skills obsolete. They can try to nerf healing and tanking into oblivion so that only great players in those roles can do more than focus on their core, but that would be highly unpopular among established tanks and healers and would likely deter new players from joining these roles as well. Other than that? Not a great many options.
That's just depressing, the logical conclusion of your argument is to roll a Samurai in 4.0 and forget everything else.There's not really anything they can do about that:**snip**They can try to nerf healing and tanking into oblivion so that only great players in those roles can do more than focus on their core, but that would be highly unpopular among established tanks and healers and would likely deter new players from joining these roles as well. Other than that? Not a great many options.
Joking aside... the game I played before FFXIV had tanks, healers and DPS with a skill system that allowed players to create hybrid builds and no trinity focus or restriction built into the combat system. However even there I felt a bit more like a tank or healer depending on my skill build, than I often do in FFXIV. Given the stricter definition of the jobs and trinity of roles in FFXIV, I cannot for a moment believe that it's impossible for SE's team to balance the game in a way that values all 3 roles distinctly.
Unfortunately, it's not a joke. The devs have a horrible habit of making whatever is new and shiny grossly overpowered, until they nerf the daylights out of it AFTER people have invested time and effort into leveling and gearing it.
AST/DRK/MCH were Grossly overpowered and then nerfed constantly? Uhm.... /thinkingreallyhard
AST and MCH beg to differ. Both were released brokenly weak and only recently were overbuffed to compensate.




What? At release, Machinist and Astro were basically garbage while Dark Knight saw niche usage until Gordias came out and made Paladins everywhere cry. It took nearly two years and buffing Astro into Scholar and Warrior levels just to finally convince people to start playing it. Likewise, Machinist saw frequent updates throughout the year before it finally jumped into the meta. If anything, XIV's track record suggests Red Mage and Samurai will be weak not overpowered.![]()

This is technically true, but Ichorous Ire is a good example of how they can make boss fights much less focused on doing absolute max DPS and instead focus on other mechanics. Now whether or not they can make those kind of fights engaging consistently is another matter, but the possibility has certainly been proven by them.
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