Ty for the reminders, I guess it goes to show how little attention we have to pay to these things sometimes given the selfhealing of tanks now (the dark P11S one), and how we just invuln a lot of this stuff (P9S one)
P12s has a bleed tankbuster with peri/apodialogos in p1. This is definitely less than Abyssos which were the two back to back busters in p5s, the two busters from p6s, the two busters from p7s and the buster from p8s p1. In total that's 4 bleed busters from this tier compared to last tier's seven.
Abyssos definitely made you feel Warrior's shortcomings more, while Asphodelos was a complete joke for the job.P12s has a bleed tankbuster with peri/apodialogos in p1. This is definitely less than Abyssos which were the two back to back busters in p5s, the two busters from p6s, the two busters from p7s and the buster from p8s p1. In total that's 4 bleed busters from this tier compared to last tier's seven.
Man he gutted 70% of my favorite job and replaced it with pointless, flashy fluff. I don't have to imagine.
Did it? I remember throwing Krasis Soteria on the WAR and it being bing chilling for the P7S tankbuster bleed, and that was week 1, it was PLD who got mangled because Sheltron didn't do anything for them against bleeds at that point
Removing enrage just completely nullifies any impact DPS players have. Having a "swift completion" achievement won't mean squat for most players. You know what would make healer gameplay even more boring than it is now? If you brought all four tanks because without enrages or DPS checks, they're suddenly the best jobs in the game. When your only concern is survival, having the jobs with bloated defensive kits and nearly double the HP pool tend to be better at, well, surviving. Bring a third healer and while it may take you longer to kill the boss, you've all but guaranteed it isn't killing you.Honestly, just remove enrage already. It's one of the reason why every raider is so focused on their DPS or why jobs are balanced into the ground.
A fight should evolve around the mechanics and whether you have it in you to save a run when you got downed before but what we have now is just boring and sad in terms of RPG design on so many levels.
Give an achievement for a swift completion or something to throw people a bone who enjoy that kinda stuff but don't force it on everything. And suddenly "muh DPS" isn't that important anymore. Big win in my book.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
Stacking tanks/healers really would only help live through unavoidable damage in most cases due to the sheer number of instakill mechanics there are nowdays.
While there are a lot of instant death mechanics there are also still a lot of mechanics that you can easily survive as a tank, you just want to avoid them to not get a damage down which would be completely irrelevant without enrage. Now you can simply make the two players who are best at mechanic execution your healers and replace all the dps with tanks, if you even need healers.
We already had all-tank savage clears back in Heavensward because they dealt so much damage back then that they could beat the enrage, removing said enrage could easily lead to the same situation again.
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