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  1. #1
    Player
    FallenWings's Avatar
    Join Date
    Nov 2013
    Posts
    520
    Character
    Xyasreau Borlaaq
    World
    Tonberry
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Quor View Post
    Most of the posts supporting it are a variation of "I want to feel more useful to the raid and the only way I can feel more useful as a tank is by doing more damage." Which completely ignores the fact that, sans tanks who perform the mechanics correctly, the raids would not be possible. Given that all current end-game content has been cleared since the day it came out, it's obvious that the classes as they are now are quite capable of performing to the necessary standards to beat said raids. Hence, any complaint about "dps" for a healer or a tank - especially ones that involve using such clearly padded numbers as the ones we've seen in this thread - are simply people bitching that they want more damage for the sake of having bigger e-peen numbers of FFlogs. Once again reinforcing the wisdom of SE when they say they will never add an official dps meter into the game.

    Tank damage is fine. Tank mitigation is fine. Tank balance is fine. It's more than fine. It's the best it's been EVER. No changes are needed outside of minor tweaks to potencies and maybe duration of certain buffs. We certainly don't need to go about making tank damage on par with dps, regardless of whether that comes in the form of personal damage or raid utility.
    The raids would not be possible either with *gasp* DAMAGE. Any tank worth their salt can tell you that the tank mechanics are shallow and have no degree of impact beyond Pass/Fail. Even in terms of fight specific mechanics, tanks deal with the least, especially now that bosses just auto position themselves or don't move at all. That is the issue. A tank player does not make a run better/faster because mitigation/healing has a cap on usefulness. That is why tanks disregarded their tank stance or vitality accessories for more damage. Because damage matters more

    https://www.fflogs.com/zone/statistics/29#metric=rdps&dataset=95&class=Non-Healers&aggregate=amount&boss=66
    TIL that pulling statistics from a site that aggregates a ton of data is "padded numbers" /s

    Tanks are fine within their role. Tanks are not impactful in the grand scheme of the game.
    (5)

  2. #2
    Player
    Samsta's Avatar
    Join Date
    Dec 2013
    Posts
    331
    Character
    Amael Yuki
    World
    Shiva
    Main Class
    White Mage Lv 80
    Quote Originally Posted by FallenWings View Post
    The raids would not be possible either with *gasp* DAMAGE. Any tank worth their salt can tell you that the tank mechanics are shallow and have no degree of impact beyond Pass/Fail. Even in terms of fight specific mechanics, tanks deal with the least, especially now that bosses just auto position themselves or don't move at all. That is the issue. A tank player does not make a run better/faster because mitigation/healing has a cap on usefulness. That is why tanks disregarded their tank stance or vitality accessories for more damage. Because damage matters more

    https://www.fflogs.com/zone/statisti...amount&boss=66
    TIL that pulling statistics from a site that aggregates a ton of data is "padded numbers" /s

    Tanks are fine within their role. Tanks are not impactful in the grand scheme of the game.
    Your damage doesn't matter, what matters is if you fill your damage square is expecting out of you while doing mechanics, again, if you did more damage, bosses would just have more health, they wouldn't end any faster. I am amazed people don't understand this. The obsession with with big numbers in your parser is close to an obsession really.
    (1)

  3. #3
    Player
    FallenWings's Avatar
    Join Date
    Nov 2013
    Posts
    520
    Character
    Xyasreau Borlaaq
    World
    Tonberry
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Samsta View Post
    Maybe dps is for you then if you wanna deal damage? Tanks have plenty of things to worry about in harder content on top of optimizing doing damage, you have to maintain a defensive cooldown rotation, party mitigation and position the boss (in fights where that is possible) and do tank specific mechanics. If that is not enough for you play dps.
    > Tells people to play another role when their role feels weak.
    > Turns around and complains why no one plays Tanks.

    The point of the argument for more tank damage is to have meaningful impact. It has been regurgitated over and over that it is not about having damage for damages sake but to have meaningful contribution equal to the DPS role. And that is frankly damage or actual tank mechanics to allow for a tank to truly impact the fight.

    There seems to be some misguided notion that improving tank impact would somehow disrupt the balance of the roles. Tanks are not balanced in terms of what they provide. It has been regurgitated over and over that mitigation and healing value ends after a sufficient threshold is passed.

    On the other hand the value of DPS only continues to become more and more value after the threshold because it contributes to victory.

    A tank players effort translating to only 60% of a DPS player? That doesn't sound good or fun.

    Quote Originally Posted by Samsta View Post
    Your damage doesn't matter, what matters is if you fill your damage square is expecting out of you while doing mechanics, again, if you did more damage, bosses would just have more health, they wouldn't end any faster. I am amazed people don't understand this. The obsession with with big numbers in your parser is close to an obsession really.
    ALL DAMAGE MATTERS. Whether it comes from a tank or healer, it is damage. Look at all past iterations and discussions about damage coming from tanks or healers. Damage is the largest contributor to winning a fight with infinite value. Health and mitigation do not have any value beyond Pass/Fail. A tank mitigating an attack but surviving with 1 health and a tank mitigating an attack and surviving with 50k health has no impact on the fight. What mattered was that they survived.

    The point is not that a boss would have more health. The point is that when a tank player presses a button, it has as much impact as a DPS player who presses a button. That the button press has an equal contribution to winning the fight.

    And if we're talking about "quota" then I guess RDM, SMN and the Range classes are currently happy with their smaller "quota" over the other classes.

    Oh wait.
    (14)

  4. #4
    Player
    CrimsonGunner's Avatar
    Join Date
    Aug 2019
    Posts
    581
    Character
    Mike Arklight
    World
    Twintania
    Main Class
    White Mage Lv 92
    Quote Originally Posted by FallenWings View Post
    stuff
    a tanks effort to keep party members alive doesn't contribute to dps? surviving those tank busters skills so a wipe wont happen isn't contributing?

    as you said ALL DAMAGE MATTERS which means all party members damage matters not just tank.
    sure that in higher content every person is expected to make certain amount but in the end its about THE ENTIRE PARTY REACHES THAT DAMAGE CHECKPOINT and it doesn't matter how much each contribute to reach it as long as it was reached. just as others said SE is making those dps ceiling based on the roles meaning tanks have their dps queue,healers have theirs ,and dps are the majority but in the end its team effort and it doesn't matter how much each contributed as long as it was done (its not a dps competition).

    you said healing and mitigation have no value beyond pass/fail meaning and you don't find it valuable ? does dying because of no healing or mitigating sound that unimportant to you?
    death=0 dps, death = party wipe , i sure find it significant enough for any party member and definitely show tank contribution to party and especially party dps.

    as for the "quota" of RDM SMN and the range classes, you do realize they are in fact DPS JOBS and its their job doing damage.
    they cant tank,they cant heal like healers do meaning they take care of one thing damage to boss.
    they don't have a problem with just smaller dps,they have a problem with the DPS GAP BETWEEN THE JOBS IN THEIR ROLE and like i said before that gap is the major issue they have cause it basically lead to exclusion and banning them.
    so yea compering them to other dps jobs is reasonable cause all of them are in fact DPS JOBS.
    (3)
    Last edited by CrimsonGunner; 09-26-2019 at 08:15 PM.