I feel like the ARR tank swap mechanics that gradually ramped up the incoming damage or lowered HP were inherently more interesting to deal with then the modern "swap or die" model.
I feel like the ARR tank swap mechanics that gradually ramped up the incoming damage or lowered HP were inherently more interesting to deal with then the modern "swap or die" model.
If they are skilled enough. After all, one of the attractions of playing a tank is that it makes you feel like a god. 100,000 health? That is boss health. Sign me up.What the tread topic is pointing out, and what some of the posters herein have acknowledged, is encounter design. If a DPS or healer are the ones left standing, it doesn't matter if they execute the mechanics flawlessly; the boss will quickly finish them off through auto attacks alone. Do you really think it's fair that tanks have the privilege to duke it out with the boss solo if they happen to be the ones left standing?
In ARR, for example, it did actually require some skill. To give you some examples, the cyclops in Halatali HM was something I could manage on Padadin by using Cure and Stoneskin. This was after ARR at least, but I could also manage the last boss of Keeper of the Lake on a Warrior. All it would take is being unable to do the mechanics and you could be dead.
In some more recent examples, I fought the 77 dungeon last boss in Shadowbringers on a Warrior and it was very challenging and actually required very good cooldown usage that I am certain most players probably wouldn't manage. But the item level sync is tight in there, unlike most dungeons.
I also fought the Amaurot last boss as a Dark Knight a few times and beat it. Considering their lack of self-heals, that also requires very good cooldown usage that has to be strategically timed to reduce incoming damage enough, to where you have a recovery period before the hard-hitting attacks return.
It's only where self-heals got out of control and autos didn't hit hard enough that this started to allow survival in 8-person content. I tried even now to go back and fight Zurvan on my own and I just die, even to the normal version, on both Paladins and Warriors. So I thought what about Sephirot that is scaled far lower and it still kills me after my cooldowns are exhausted.
In other news, there is no technical debt from 1.0.
"We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
https://youtu.be/ge32wNPaJKk?t=560
Maybe don't die if you don't want to watch a tank solo?
You're wasting their time by being dead, so they're allowed to waste your time by refusing to die.
100% agree. If team dies then they've wasted my time and now I'm going to watch youtube while the timer runs out.
Sometimes if I'm feeling generous ill berate the team before afking.
Last edited by Troxbark; 05-11-2023 at 02:29 AM.
It does suck, especially when you don't have a handy wall to run into or an edge to drop off. I will agree with the argument that it's pretty rare. The handful of times I have seen a tank stubbornly continuing on when the boss is still fairly high in HP (not at like 3%) they usually fail anyway and either don't try it again or someone's quick enough to boot them so we don't have to put up with that again. So I definitely think I'm in the camp where I don't find anything wrong with the type of enrages we've already seen that are lenient but I probably wouldn't want to see anything all that more severe. I think that would end up harming more than helping.Yeah, I think one of the most compelling arguments thus far has been this is actually a rare occurrence, and most tanks will just kill themselves in such situations, but I think this is mostly because they know it will likely be faster to reset than to solo the boss themselves. I can understand the mindset of just wanting to get out of there if the group keeps failing. However, this brings back up what I pointed out earlier about the strong dislike voiced by the community for carries, and players who refuse to get better.
I know for me, if I am having trouble with a particular duty or mechanic, I can't live down getting the clear anyway. It bothers me like nothing else in this game. So even with a green checkmark I will throw my butt back into that duty until I learn it. A redemption run, if you will. I know I can't expect all players to be like this, or even force this on them especially in NM duties. I've been in this situation as a tank several times, and it causes me a serious dilemma on whether it would be better for me to reset, or finish the boss off myself. One of the reasons for my suggestion is to also not thrust any other players into having to make that decision. It sucks!
Expecting people that have been playing for 300+ hours to have a 'BASIC' understanding of the game isn't being elitist, its general expectations.
If you are dying to dungeon mechanics after seeing them for over a year, then you obviously haven't learned, or just don't care. (or just don't play the game)
The solution is simple - if the whole party is dead except for the tanks, give them a HUGE damage boost to finish the boss off quicker.
Expecting players to play perfectly because YOU have over 300+ hours in the game is textbook elitism, and if you can't handle players making mistakes, I strongly suggest logging out and not coming back. Go play a solo game where you are not obligated to play with what you deem to be inferior drones.Expecting people that have been playing for 300+ hours to have a 'BASIC' understanding of the game isn't being elitist, its general expectations.
If you are dying to dungeon mechanics after seeing them for over a year, then you obviously haven't learned, or just don't care. (or just don't play the game)
Besides, dungeons should be where your expectations are the lowest. Seriously WTF is wrong with you?
I honestly thought your next argument would be that Tanks are the least played role, and as such have the right to this privilege. I would have gave that to you. From this angle though, any player who can flawlessly do the mechanics should be allowed to go mano y mano with the boss. Healers have some sustainability especially on bosses who break off their autos. There have been several occasions where I have been able to keep myself alive long enough to charge the third bar for LB and then bring everyone back. I would argue that not only does this require at the very least, equal skill as a tank with strategic use of the skills, doing mechanics, with a LOT less defense and mitigation, and also wise use of MP consumption, but you also get to raise everyone as well. Want to talk about feeling like a god, chew on that a bit. If you're eager to sign up, the game can always use healers who don't panic in such situations.
I can also argue that DPS players are some of the game's most skilled, with the least amount of privilege when it comes to self-sustain. Why are they boss fodder if they are skilled enough to never take unnecessary damage?
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.