Dat strawman argument, tho.
This alone should be a argument for why this whole idea is just stupid. Games exists for the players not for the developers and if you want to screw over players for the sake of making the dev's work easier you should stand up for yourself more often.
I was doing parse runs tonight for v1s and v2s [cuz mine were bad ;[ ] and I noticed something pretty horrific.
Back in HW tanks stayed about 10% from healers dps wise, plds the closest. Now though? Tanks are closer to DPS numbers than healing numbers and thats pretty ridiculous. The true nerf to cleric stance and the removal of ogcd enabling dots just dropped the DPS cieling while tanks continued to receive a dps increase.
A 99 percentile scholar does around 2600 in v2s...
A 99 percentile Paladin does around 3800 in v2s...
A 99 percentile Red mage does around 4850 in v2s...
Wut...




Tanks should be closer to DPS numbers logically speaking because their job requires them to continuously attack and they need to be able to handle Solo content as well. Healers are the only class who shouldn't be attacking full time. I dont see why the DPS comparison is even necessary since Square Enix doesnt even want to factor Healer DPS into encounters.
By your own argument, Healers need to be able to handle solo content just as well any anyone else. HP values for solo mobs can only be ballanced for one of the two: Either for the damage that DPS put out, and Healers just end having to take forever to slog through it; or balanced for Healer DPS, and then for DPS it might as well not have been there in the first place.
Tanks are just kinda... almost exactly in the middle, actually. At least according to Rawrz's numbers.
(Personal experience suggests that current balance is leaning toward the former, and it makes playing through the MSQ really bad.)
Last edited by Riyshn; 08-20-2017 at 08:49 PM.
even if you, as healer, stay the whole fight dealing and do not cast a single heal, your DPS would still way behind the tanks, which is kinda sad since the'res really no point to optimize your healers dps aslong as you do some dps and keep people alive, which is good at first, but on an enviroment where everyone is maximizing their stuff, the difference between a healer maximizing his dps and one just playing it casual, is negligible....specially on ast.Tanks should be closer to DPS numbers logically speaking because their job requires them to continuously attack and they need to be able to handle Solo content as well. Healers are the only class who shouldn't be attacking full time. I dont see why the DPS comparison is even necessary since Square Enix doesnt even want to factor Healer DPS into encounters.
I do not agree with what OP is suggesting, but hoestly i would like a better incentive for healers to dps, at least being close to tank's dps if you optimize it right.....
Last edited by Nowakii; 08-20-2017 at 10:34 PM.




In solo content normally a generic healer is provided to help out. I would love to see anyone who is already playing healers be given a tank or dps companion instead. I was really happy when they finally updated the missions to allow healers to use aoe heals and actually affect the NPC's that are currently fighting with them. You could only use single target spells before and it was very clunky. Making a one size fits all story line doesnt make sense when you consider that everyone has very dedicated roles to play. I will never do a Main Story Quest with an Astroligian. It is painful to be so underwhelming at DPS



I had actually thought about posting a thread in the General forum titled "Let's flip the argument" in which I blame DPS for taking avoidable damage and preventing healers from being able to continue DPSing, but it would probably just rustle a whole bunch of jimmies without accomplishing anything.
I suggested this idea to illustrate just how royally screwed up raid balancing is right now, due to just how badly things are tuned to healers either doing no DPS or very little.
My guess is SSavage will "fix it" by making it so any DPS taking a single point of avoidable damage will mean that healers won't be able to do enough damage and the boss will enrage.
Last edited by RichardButte; 08-21-2017 at 10:36 PM.




Again I ask, what are you basing your opinions on?
You do realise that most failures in Savage will either result in a vulnerability or damage debuff that often amounts to little by itself, or it'll just outright one shot you right?
As such, a singular DPS fail typically requires either a regen or a raise, there's very little inbetween. Multiple vulnerability stacks are usually unsurvivable unless you're a tank.
A DPS failure is distracting, puts us off balance and of course is a resource drain, but it typically costs 3 or 4 GCDs to raise, top and apply protect.
In terms of preventing me from DPSing, a vulnerability stack (Or 2 as I had last week) on the tank is far more inhibiting.
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~
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