Been awake too much and so I'm now wondering, is tank invulns part of the issue? In P4S there was a very hard hitting double TB, Heart Stake, with each hit applying a bleed. But this was invulned, and the bleed overwrote itself, so we didn't ever really care about it (PLD and GNB could even block half of the duration because of their 'true invuln'). This tier however, we see some fights have the same thing (Chelic Synergy), but others force the tanks to swap (Venomous Mass, whatever doorboss's laser thing is called) or they get a bleed that ticks for their entire HP bar per tick. I also recall that one of the opening moves in DSR includes two tethers that the tanks have to invuln, essentially the devs designing a 'okay we know for sure the tanks wont have invuln after this point so they can't cheese things'. I remember how disappointed I felt when I saw Titan in E4S, with his double-swap TB, reduced to 'invuln lmao', or in the case of WAR, 'use your 25s for the first hit, then invuln the second and third lmao'. I wonder if it'd be more interesting for gameplay if tanks were not able to cheese things quite so much with the invulns
Open question to gamers in this thread, not just Taurus since I'm quote replying to them: You're in this thread, I'd like to assume you read the ideas I posted on the first page (if you didn't then I'm sad but it is what it is), if you did, I'd like to ask: Would the WHM idea make healing a dungeon more 'fun'? Whether it's 'this would be absolutely 100% poggers', 'this would kill healers forever you suck' or just 'it's the bare minimum to make it a tiny bit more fun I guess', I'd like to hear it. If you could explain why it'd be good/'ok i guess'/actually detrimental to the role, that'd be even better.
I'm just kinda curious if the idea is on the right track for 'making healer role more fun' or if the 'add more healing required' angle is the way to go. Based on what we see in the current tier, I'd like to assume it just proves my point that 'more healing needed' doesn't really work and just alienates, shall we say, 'not-so-hardcore players', and we should try 'more DPS interactivity in downtime'/'more interplay between healing and DPS sides of kit'. But hey, I'm biased towards the idea on the first page, since it was me who posted it, hence I'm asking for second opinions. Maybe 'more healing needed' is the way to go, and we haven't done the 'right version' of 'more healing needed'?



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