One thing that I find interesting about the changes is the discussion around aDPS last tier. Tank rDPS last tier was probably the closest that it has been in the history of the game. The argument was made that aDPS should also be taken into account because rDPS does not capture differences in burst, and that DRK had an unfair advantage due to this. This perception was probably exacerbated by the fight-specific Everburn buff in P8S part 2. In short, you should not have an advantage in both rDPS and aDPS at the same time.
Yet this is what we currently see with WAR, SAM, and BLM. Part of this goes back to their longstanding development philosophy around making balancing decisions purely to mollify players, rather than balancing to achieve a level playing field where skilled players excel regardless of job. Why does it matter if the DPS subforum is flooded with complaint threads because SAM is not a mandatory pick? Let them simmer for a while. Eventually, the flavor-of-the-month players will just switch, and balance will be as it should be. If you don't, you perpetuate a cycle where it's the same few jobs that are perpetually at the top in every expansion. I'd love to see them actually stand up to the playerbase and quite literally level the playing field across the board. No special concessions. If vociferous sorts demand a dps advantage because they think their job is 'more challenging' than everyone else, give them the Kaiten treatment and then enforce parity. It's cruel, but a fair game is better for everyone in the long run.
Self-healing is another issue altogether. The primary reason why it exists is that most casual content is designed so that individual failures do not set back the team. You don't even start to see true 'raid-wipe' mechanics start to appear until Extreme trials, which is essentially the transition point away from that approach. It's the same reason why we have raises, in the event that you get two healers that just don't know how to do a fight. The problem is that instant, on-demand healing and regens do not really allow you to display your skill as a tank. If you want to see lifesteal done well, look at Death Strike. The amount of healing depends on the damage you've recently taken in the past X seconds. That's what tanks do, predict damage patterns. Without it, self-sustain becomes as mindless as sitting behind a chest-high wall recovering health in a cover-based shooter.


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