People who discount DRK have just never met a good one. A DRK who knows what they are doing will feel like they are barely taking damage in normal content.Each tank has its own lane. WAR's just happens to be extremely potent self-healing, which people believe to be far more powerful than it actually is because of the job's performance in non-endgame content. Conversely, DRK winds up being written off as bad because of its poor sustain despite all the other goodies it brings to the table. They are two different kinds of tanks, and so trying to compare them on a 1 to on 1 basis is already a bad start.
Last edited by PercibelTheren; 08-12-2023 at 04:46 AM.
We have plenty to do? Since when? Granted, I don't do Ultimate, but in Savage my job boils down to slapping an OGCD AoE heal down every raidwide, sometimes healing up people who stand in mechanics. Tanks barely need my help outside the first few weeks when they still have garbage gear. 99% of the healer experience in lategame is spamming one damage ability.
That's kinda my point, yeah. People are writing DRK off when in actuality it works just fine. Instead of noticing the DRK will just decide it's not taking damage today, they take notice of the WAR going from 10% to 100% with Bloodwhetting and a bonk. Two very different kinds of tank. Not to mention the fact DRK's got some crazy burst, but that's a different point.
I have bolded where I believe the issue truly lies. No one in their right mind is going to try and tell you having a single DPS button is any sort of appealing. Part of the reason that even happened was player feedback. The rest was SE seemingly not being able to interpret that player feedback in a way that made any rational sense. For a while healers said they wanted to heal less. Then they wanted to heal more, so they wound up with boring DPS options. Then they wanted to heal less again, so they wound up with those same boring DPS options and very little to use their healing options on in most content. I know you've got people out there with that weird "I only heal" mindset, but them aside I feel like those of you who play the game correctly might be a little happier if you had a more engaging DPS rotation to throw down between heals, yeah?We have plenty to do? Since when? Granted, I don't do Ultimate, but in Savage my job boils down to slapping an OGCD AoE heal down every raidwide, sometimes healing up people who stand in mechanics. Tanks barely need my help outside the first few weeks when they still have garbage gear. 99% of the healer experience in lategame is spamming one damage ability.
Now we're at a point where any fix that involves nerfing tanks is probably going to decrease the number of them like you wouldn't believe. All that survivability is why a great many people choose to play them, and its sudden removal is not something I think would be taken well by the greater community. Either they rework tanks, they rework healers (again), or they up the amount of outgoing raid damage to force people into healing more frequently. They already tried the latter-most, and it didn't seem to pan out how they wanted it to. Regardless of outcome, somebody is probably going to lose something.
Last edited by Absimiliard; 08-12-2023 at 05:01 AM.
Tank Sustain just be reduced slightly. In casual Content healers shouldn't be treated like a Joke but a lot of that isn't tank design issues it's how little out going damage their is, It's not really a sustain issue other then Warriors Blood whetting ability which is really broken in AOE situations...
Warriors identity is the sustain tank, but shake it off in its current state is really bad, I would also nerf bloodwhettings sustain in single target and reduce its aoe effectiveness, but it should remain with the most Sustain.
I think Removing Paladins self healing from magic spells would be good, in turn put a little but of extra self healing somewhere else on PLD.
Gunbreaker is fine perfect example of a good amount of sustain, Dark Knight could actually use a little bit of sustain I think slow overtime sustain would suit dark knight the most, In trade of dark mind being nerfed but less Jank. In terms of actual tanking it's actually good but the main reason why people brought dark knight before was because of its damage.. other tanks are fine and more consistent at tanking, Despite that dark knight isn't bad defensively outside of sustain.
Last edited by Rithy255; 08-12-2023 at 05:09 AM.
Why is WAR the sustain tank, though? Is it a Final Fantasy thing? Because it seems to me very much like the DnD Barbarian and those, while being extremely sturdy, don't really have a whole lot of healing. If anyone should be "the healing tank", it's Paladin.Tank Sustain just be reduced slightly. In casual Content healers shouldn't be treated like a Joke but a lot of that isn't tank design issues it's how little out going damage their is, It's not really a sustain issue other then Warriors Blood whetting ability which is really broken in AOE situations...
Warriors identity is the sustain tank, but shake it off in its current state is really bad, I would also nerf bloodwhettings sustain in single target and reduce its aoe effectiveness, but it should remain with the most Sustain.
I think Removing Paladins self healing from magic spells would be good, in turn put a little but of extra self healing somewhere else on PLD.
Gunbreaker is fine perfect example of a good amount of sustain, Dark Knight could actually use a little bit of sustain I think slow overtime sustain would suit dark knight the most, In trade of dark mind being nerfed but less Jank. In terms of actual tanking it's actually good but the main reason why people brought dark knight before was because of its damage.. other tanks are fine and more consistent at tanking, Despite that dark knight isn't bad defensively outside of sustain.
Pld healing is just as bad as war healing. Have you seen the heal potency on holy spirit and blade combo
It's several THOUSAND potency in healing. Not to mention the free 400 potency every 1-2-3 combo from divine might. Throw in clemency and Holy Shelton and they give war a run for their money in total healing....
How about when TBN shield breaks it puts a 400 potency regen on the drk for 12 seconds. The other 15s tank cooldown have some kind of heal or regen except drk
Warriors in other titles were typically nothing but unga bunga. Their entire identity was AM SMASH GUD. Their survivability typically came from an obscenely high HP pool and the ability to wear heavy armor, although they did have a propensity for becoming ludicrously durable if you gave them a blood (drain) blade. FFXIV's WAR was mostly true to its roots in ARR (albeit with a bit of berserker splashed in), but it was apparent by the end of that era it just wasn't working out like they'd hoped. Even back then, though, WAR still had access to some heals. Heck, Bloodbath used to be tied to marauder. Only way for other jobs to get it was as a cross-class skill, so access was limited.
Last edited by Absimiliard; 08-12-2023 at 06:23 AM.
How about this:
- Remove selfsustain from tanks.(heal abilites)
however they will keep the combo "heal".
- Buff the defensive abilites and inc some of their duration..
Add 15% on the current % ( so Rampart will go from 20% --> 35%..ect.)
Mob dmg should be inc by 10% to compensate for stronger def cds.
Bosses barly do damage outside their abilites, so to keep healers and tank more busy ..
Boss's Auto attack DMG should be inc by 50%-60%..
(hard to tell if u can't see it in action)
☆SCH/AST/DNC/VPR/SMN☆
Man, ya'll just really want tanks to be helpless without healers, don't you?
☆SCH/AST/DNC/VPR/SMN☆
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