

Was not my point; my point was about soloing current expac dungeon content with tanks exclusively.
That is to say, as long as at least 1 tank, 1 healer and reasonable (say at least 1/2) dps, you should be able to clear whatever it is, maybe easily if skilled. Barely skirt by if not.
Obviously unless there is a gimmick/swap that needs 2 tanks.
Outside of current generation, game on. It’s fun to push limits/see what can be solo’d. Even doing wacky things like 8 tanks clearing savage raids…..
But when you see 8 tanks clearing stuff like Pandaemonium Savage or UCoB, it doesn’t really scream good design. No hate on their skill mind you… just if that is possible, what’s the point of doing anything but tanks?
Last edited by kaynide; 05-17-2023 at 02:28 AM.




Is this a "this poster doesn't do savage or ultimate, so clearly has no clue what she's talking about" kind of jab? Isn't that the same content where players use add-ons and third party tools I don't have access to in order to facilitate their clears? Is that the best argument you have because I called out your elitism? Are you one of those players, by chance? I wouldn't want to assume anything. That's your habit.
OK fine. I can admit I don't run savage, but I'm also not referring to those specific duties either. I have specifically stated EX and below, which I have plenty of those clears under my belt, up to current. Including Barb EX before she can be echoed which I believe many players have equated to some savage fights.
And sure, you assume that I don't care to improve my gameplay, which is absolute word vomit you're using to try and get under my feathers. Such assumptions along with lumping all NA players together under the same umbrella only showcases your elitism even more. As if there was a doubt in the first place. That's what is clearly obvious to me.
No. You're an elitist because you keep making this a skill issue, when all this time I've only been asking if Tanks simply have more sustainability than what's necessary. But see, because you are an elitist, and the worse kind of one because you have an inflated ego to match it, you can't see that. And you have to resort to personal attacks about my inferior gameplay despite never grouping with me once. That's OK though. As I implied before, I would absolutely hate having you in my group knowing the kind of elitist attitude you have, but I would absolutely LOVE to show you just how bad I am at this game.



To be fair, saying 8 tanks clearing ucob is bad design & why would you play anything but tanks severely underestimates the sheer difficulty and ridiculous lengths, planning & insanely high execution the players have to go to to achieve said results that even among ultimate raid tier capable players, a fraction would be skilled enough / persistent enough to accomplish.
Like how the entire party needs to co-ordinate their movement for liquid hells since sticking a tank out at range to bait them resulted in hitting Twin's enrage. (and once again in twin + Nael phase)
Or how every mechanic that is role based (like Quickmarch/Blackfire) now becomes full on RNG requiring endless flexing and all players to be watching all other players to adjust.
Just becomes its possible to 8 tank fights doesn't mean it's even remotely close to easy. In almost every case where it'd be applicable, In reality it's vastly harder than just a standard comp.


My point was mitigation alone shouldn’t be enough to survive a current-expac trial, let alone a savage one… Mitigation is where tank abilities should be, not massive self healing.
No hate on people who can do it- they are using the rules/systems as given and finding ways. Awesome on them! But bad on the devs for designing tanks to be able to do this in the first place.
Thats why I was talking about week one. Why are you bringing 3rd week into it wtf.
Outdated content? Holy shit. You are crying here that the normal story raids are too ez, and then cry that the at least a little challenging casual content is outdated and nobody gives a shit about. Man. You are the one who is disingenuous.
y that
It is. But I said how many people cried about it. There are much harder healers check. But P7S somehow got the most attention. But look at what he posted. Boss AUTOS should do 25% damage. So I compared it to P7S dot for the whole fight durration. On both tanks. Yeah, have fun healing that.
If you have spent as much time in the game, as you spent on the forums with 5k posts... Maybe you would be world racing in ultimates by now.
If I remember right, you liked playing DNC/SAM/MNK. DPS jobs that have great mitigations and self healing. Even if the whole party is bad, you have your tools to keep alive yourself if used right, so even the argument about raidwides is invalid. When you survive alone with the tank, they can keep you alive. So seriously. Look deep down into your play. We dont say you are the worst player and its skill issue. But the game give you so many tools to keep yourself and the party alive, that punishing tanks for being alive in very rare occurances if they are douchebags is not something this game is in need of right now.
I can see both sides honestly. I usually do extend greater patience with new players, they are learning- I've been there. However, the sprout icon does exist for a reason and once you lose it, I do expect certain basics (ex. tank stance, no freecure fishing, knowing that a player jumping in place generally means "This is the safe spot!" etc.)
When the poster mentions 300+ hours, they are referring to the limit when the sprout icon gets removed. Its a set of training wheels that communicates to people whether or not you have a certain level of experience. That said, I generally run harder content with my static, because they have a baseline of competency that I can rely on, and avoid the frustrations generally discussed in this thread. Including tanks holding a fight "hostage". We call for a reset, we reset. No sweat.
Last edited by klutzz; 05-18-2023 at 12:58 AM.
I think the difficulty of normal dungeons and normal raids has gone completely downhill. It may be because of the stat adjustment over the years and the latest rework.
Some old lower bosses hit you with tankbusters that won't even deal 5% of your MaxHP. Making it questionable if you will even need a heal before the boss is dead, even before you get all the selfheal skills later.
Some raid bosses have mechanics that inflict a vulnerability debuff on you, when you have like 5-8 of them and take damage, it feels like how it should be under normal circumstances. The ability to having to use a cooldown at a tankbuster to survive it. Every normal type difficulty content is made so easy, that it is almost impossible to fail.
Why is it that you can do 8 to16 failed mechanics in a row and still survive it? Sometimes there isnt even the possibility to fail so much, because the debuff runs out before the next mechanic executes.
Meanwhile you have savage content difficulty, where one little mistake wipes the party.... When will SE find the middle ground? The solution is not to add more Boss HP, it is to make the fight more dangerous.
Last edited by Commander_Justitia; 05-18-2023 at 01:31 AM.




I remember the alex raids being rough. Even on my first time doing A8 when I was new, we couldn't even beat it. Now it's a complete joke. But it was also the first time many people saw a stack marker because that was one of the first pieces of content to get a stack marker. The difference now is that instead of being item level 240 or below (probably below), everyone is synced to 270, so it melts. It got to a point where it was barely possible to see the robots shooting everything, which is one of the most fun bits even if just cinematic. After the stat squish, it's now common to see it again (although ocassionally still skipped depending on DPS).
A11 is another one where, I remember that 33% of parties couldn't actually clear it and abandoned. I would often join in-progress and sometimes I would be able to change the outcome for them, but other times the party just couldn't do it even with my help and abandoned. The very end of it was rough with numerous mechanics that overwhelmed heals and caused players to get a confuse buff and run around into aoes. And then there were all these shiva mechanics that P3 also does and add spawns that required tanking.
The only way to make that last part easier for the new players doing it was really to try and DPS through it faster and that too got easier once we were all syncing down to 270, instead of just some of us being 270.
Many of the tankbusters cast in the oldest dungeons, such as ARR dungeons, were always tank busters (and I was aware of them), but the majority of players were not aware they were tank busters because of that exact problem. It is also true that even when the content was current, those tank busters did not hurt much if you in max item level gear. I remember one example well and it was in Saint Mocianne's Arboretum HM. The stone TB didn't really hurt enough for me to care.Some old lower bosses hit you with tankbusters that won't even deal 5% of your MaxHP. Making it questionable if you will even need a heal before the boss is dead, even before you get all the selfheal skills later.
Even in the newest dungeons right now, when I go in there with my max item level gear, the tank busters just don't hurt. It's like a tickle and I brush it off with my lightest short cooldown. When I heal the same dungeons I see lower geared tanks taking a big hit. So it's just where if you go and do raids and keep your gear cutting edge that you'll see the benefit on things like tank busters. After the content is old, you get synced to max item level anyway and then it's harmless to everyone except on their first time.
Well yes, they don't want people to get stuck doing the MSQ or to feel that it's too difficult to progress. And there are people who find some of the easiest content very difficult. You just have to try to think what it might be like for someone who has never played an MMORPG before, has default keybinds, settings and hotbar layouts and let's throw in that they are relatively new to using computers since covid happened. SE has to make it work for everyone so they can experience the story and get to the end.Every normal type difficulty content is made so easy, that it is almost impossible to fail.
It's up to them if they ever want to do difficult stuff later on when they understand the game better.
Judging by your chosen job, you're a tank. That's why. Tank priviledge. Sometimes other jobs can get away with some mistakes, but 8 to 16 is more tank's territory.Why is it that you can do 8 to16 failed mechanics in a row and still survive it? Sometimes there isnt even the possibility to fail so much, because the debuff runs out before the next mechanic executes.
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