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  1. #11
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by J-Reyno View Post
    Yet there's no alternate reward equivalent to the powerful heals that healers have to keep the party alive.
    If there was an equivalent reward, it shouldn't take the shape of more damage but more optimized mitigation. Which is probably the reason why some people said that, to be more, engaging "tanks don't simply need +1k DPS". SE should make "actual tanking" more engaging.
    Quote Originally Posted by J-Reyno View Post
    The reward for healing is getting to use your active and powerful heals to keep the party alive and doing damage as best you can.
    One more time "as best as you can" shouldn't be compared to "as best as DPS can" but "as best as other tanks can". That's why I said that raw numbers don't matter much as ceiling within your role.
    Quote Originally Posted by Kabooa View Post
    The tanks primary function is to control the encounter. By succeeding at their primary function, -the party lives-. By excelling at their primary functions, -they enable the party-. While responsibilities have been minimized (Again- I blame threads like these), to completely leave them out and say "tanking is just hitting a mitigation button" is disingenuous at best.
    A long time ago, I suggested than enmity should be a thing you had to manage. Basically, I imagined two situations.
    1) The DPS should do waaaaaay more damage, but woud have to hold back their full potential if the tank wasn't able to build enough aggro, or they'd risk being targeted.
    2) High enmity shoud put a debuff of the target so that it would take more damage from your party members. I called it 'Tunnel vision' and explained it as the monster being so focused on you, it has a higher chance of taking critical/direct hits from other party members. And the wider the gap in enmity, the higher the effect of tunnel vision.

    But now that enmity is basically gone, there could be something tied to "optimal" mitigation. You could "build" something based on the damage you negated/reduced that could either be used to enhance your DPS (But it wouldn't be a flat potency increase) or, again, make the target more vulnerable to your party members.

    On a sidenote, one thing that separates Healer from Tanks is that healers both use GCD to heals and do damage (Even if they have several oGCD). Thus, they have to judge which GCD to put where. There are no mitigation skill on GCD, so you all your GCD are aimed at doing damage. Maybe that could be changed, like Block/Parry not being a passive skill but a GCD.
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    Last edited by Reynhart; 10-03-2019 at 08:13 PM.
    Y: I usually compare FFXIV with a theme park, but the Forbidden Land of Eureka won’t be a place where everyone would want to go. For example, there are people who don’t want to go to horror houses because they don’t see the point in getting scared on purpose. For example, on a date, the boyfriend might want to invite the girlfriend to go the horror house, but the girlfriend just doesn’t seem to find it fun. In other words, it’s not like everyone wants to go to the horror house, but there are people who just love the adrenalin rush they get from it. Think of Eureka as something like that.