So we're at the point where hardcore content is what the entire game is balanced around? We're really gonna do what WoW did which is the main reason that game's dying?tank healing is balanced, joke aside, it is designed for the hardest content in game aka savage raid or ultimate, they don't balance a class based on some easy endgame dungeon ( that's why balance patch almost always come with raid patches)
Now if you only do dungeons, that's it and that's your own way to play the game but do not ask for a nerf when you play only 30% of the endgame pve content.


I dont think tank healing in savage matters that much. What matters the most is doing mechanics correctly otherwise youre gonna be hit with unhealable damage.
Because SE cut down Healing Potency on Healers vs the SHBs stats, literal potency. However I think the self healing is a little over tuned, and Invulns need to go.Can someone explain to me why tanks need so much self healing in a game where the healer role exists? Tanks should have damage mitigation, sure, but not healing. I don't understand why they suddenly decided to give tanks a bunch of self heals to their toolkit, making some abilities that didn't heal now heal, other than to trivialize healers further.
Gae Bolg Animus 18/04/2014
That's how SE has always done it since SB. And I wouldn't really consider Savage/Ultimate hardcore content, it's only really hardcore if you're going World First, 1st Week, Speedruns.
Gae Bolg Animus 18/04/2014

The way they set up their damage formula. Tank mastery mitigates 20% of all incoming damage. Armor mitigates 31-35% depending on item level between 560 and 600. Blocking mitigates 20%, Knights resolve 15%. The catch is all this mitigation is multiplicative. Holy Sheltron will vary in value based on armor, but at item level 600 cuts... 12.6% during the 4 seconds it's working hardest. Our big boi "30%" skills only take off about 15% IRL. Enemy damage is balanced around the tank+armor baseline so our true "blocking" tools just don't and can't have a lot of weight. The only real way to increase the ability to respond to attacks is with something not subject to the formula, AKA healing.Can someone explain to me why tanks need so much self healing in a game where the healer role exists? Tanks should have damage mitigation, sure, but not healing. I don't understand why they suddenly decided to give tanks a bunch of self heals to their toolkit, making some abilities that didn't heal now heal, other than to trivialize healers further.
There's not really much difference between healing and mitigation so long as one can survive any burst of damage too short to be reacted to.Can someone explain to me why tanks need so much self healing in a game where the healer role exists? Tanks should have damage mitigation, sure, but not healing. I don't understand why they suddenly decided to give tanks a bunch of self heals to their toolkit, making some abilities that didn't heal now heal, other than to trivialize healers further.
But why have healing at all, then, instead of mitigation? Appearance (to most, it's more fun to see a health bar move up and down more, rather than just going down more slowly) and applicability (the eHP produced by mitigation lasts only as long as said mitigation, and requires as much damage intake as possible to be optimized, whereas healing has no such limiting parameters).
Last edited by Shurrikhan; 01-20-2022 at 10:34 AM. Reason: more -> move
Because when you actually get to a stage of the game where you can't switch off and you are aiming for something, you cannot do it without healers, and i'm not talking about dungeons or level 70 savage raids....Can someone explain to me why tanks need so much self healing in a game where the healer role exists? Tanks should have damage mitigation, sure, but not healing. I don't understand why they suddenly decided to give tanks a bunch of self heals to their toolkit, making some abilities that didn't heal now heal, other than to trivialize healers further.
Or death.
I admit I'm not big on chasing extremes for my own reasons but in normals and the few extremes I've tried, mechnaics tend to be do it right or eat vulnerability/boss damage up/die. And two of those are kinda the same thing just from other ends(One person's problem for vulnerability, maybe the healers too, and then Everyone's problem for boss damage boost)
Anything besides that can get healed up pretty quickly by healers alone it seems. The healing on tank helps when the healer's busy or dead but this seems overkill from what I've seen.



Always has been. If you balance jobs around the easiest content in the game they won't be able to handle the harder content. WoW is dying for many reasons, but none of those reasons are classes being balanced according to the demands of Mythic raids. If anything WoW struggles with the opposite, making sure classes are balanced well enough to be able to use them in such difficult content.
Tbf, WoW isn't balanced around Mythic raids, hence its Mythic comps getting wonky or comp diversity being held up only by bloat systems like percentile buffs just for having X in your group. (Much like here, which is probably why the devs don't feel much urgency with their balance patches, since who would give up a whopping 1% main stat raid buff just to get at most the same added damage by taking a better tuned job.)Always has been. If you balance jobs around the easiest content in the game they won't be able to handle the harder content. WoW is dying for many reasons, but none of those reasons are classes being balanced according to the demands of Mythic raids. If anything WoW struggles with the opposite, making sure classes are balanced well enough to be able to use them in such difficult content.
Arguably it should be balanced more around Mythic, but Heroic has seemed the actual benchmark. (And here, it's similar, what with Savage and Ultimate, though, really, less changes between those two.)
Last edited by Shurrikhan; 01-20-2022 at 10:33 AM.
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