Quote Originally Posted by Kabooa View Post
1. DPS Checks are calculated by a percent of what a Role outputs on average at a certain ilvl. While we don't have specifics, the general rule of thumb is if you can clear the dummy, you have more than you need assuming you maintain your uptime when possible.

So when we say "It doesn't matter", it's because each role is a set of glasses, 2 tanks, 2 healers, and 4 dps, and the DPS check is a pitcher. Increasing the baseline of any role means the glasses in question get larger but so does the pitcher, so week 1 and early prog are effectively unchanged.

2. You don't compare damage potential between the different trinity roles because they don't compete with each other.

3. Fun is subjective.

4. Stormblood was a padded mess. Pretending otherwise is disingenuous.

5. Your contribution isn't only damage.

6. No one said they shouldn't do damage. What we say is that the damage they're doing right now is acceptable. They can stand to have a minor damage buff, with more depending on how 5.3's balance changes shake out, but there's also zero reason to leave the healers out of it, especially since it's usually healers who get dumped first.


1. since DPS checks are calculated based on the percent roles output, what would be the harm in simply raising the amount of tank DPS needed to compensate for the changes to their kits that would allow a GOOD tank to output MORE damage? why keep the bar so low? it might "not matter" if ONLY the numbers changed, but that's why the required output from roles would be tweaked as well to compensate for the new potential damage tank jobs would have.

2. we aren't comparing the damage potential between different trinity roles because we are making them compete.
we're comparing damage potential between different trinity roles because we're saying that tanks shouldnt have to be damage sponges that only do 1/3 of the potential damage despite having to work just as hard as their other role counterparts.

3. fun is subjective yes, but what does that have to do with anything? your baseline of "tanks are fun because they are balanced" is definitely different from other tank players, or else why would there be so many threads complaining about tanks not feeling fun anymore?

4. STB was indeed padded, and there was definitely a number of positive changes done in SHB, but that does not excuse the gutting of gameplay variance between the 3 tanks. nobody is pretending that SHB was 100% bad, they just want gameplay variance and complexity to return to roles who were already doing well

5. even if our contribution isnt only damage, the last 6 or so years of this game have shown that DPS is king, and if Square has no intentions of changing their encounter design, then isn't damage going to remain our biggest contributor?

6. we arent asking for more damage in the form of potency bumps. we are asking for our kits to be tweaked so that skill can once again change how much damage a player can dish out. if a new tank is only capable of pushing out the minimum DPS required for clears, why shouldnt a veteran be allowed to push out a substantial amount to show others that they've mastered their job? im also not saying to leave healers out, if anything they deserve the bump if tanks get one too