How individual tanks choose to go about it currently is honestly completely irrelevant. It shouldnt be possible to do it in the first place in a game that cares about the trinity.




How individual tanks choose to go about it currently is honestly completely irrelevant. It shouldnt be possible to do it in the first place in a game that cares about the trinity.
I had this happen to me once long ago as DPS and it was actually kind of frustrating. The dungeon was Grand Cosmos during the last boss and the others ended up destroying all the furniture so when the blue fire was on us we had no choice.
However, the tank decided to slowly solo the boss when it had over half its health left. It's not impressive at that point, just annoying. Especially if someone tried that and ended up dying in the end anyway.
Edit: I will say I've done it myself, but mostly as Paladin when the healer dies. I'll keep myself and the other two DPS alive via clemency and other mitigation. If only I had a raise, that would be amusing.
Last edited by CVXIV; 02-15-2024 at 06:16 AM. Reason: To add more context.
Really its 50% on the tank for not just offing themselves and 50% square for continuiously reducing the difficulty.
I don't care if they are level 80 and the max is 90; you were expected to know how to play your class at levels 40-50 back in ARR yet this community feels the need to ofte enable the types of people who refuse to learn by acting as if a level 60, 70, 80, whatever -- is still just a "uwu little baby man just a little guy" and defends them even if you do your best to gently approach them on clearly playing the class wrong (slow-casting rdms anyone?)
But it's what always happens because once any online game exists for long enough it inevitably will do what it can to cater to as wide of an audience as possible.
This issue won't be resolved. Tanks may get a bit of a nerf in the future but this is how it will always go.





We are close to it already, but what is the point of gear stats if the gear doesn't really make you stronger except like -5 to 5% buff? At this point I'd suggest we just remove gear stats and add a new gated level mechanic (that ensures players do some content in order to reach some other newer content).
A little bit facetious I suppose since 5% isn't "nothing", but man we are close to these ideas already lol. On the other hand I do agree that having a narrow beam of sync would make content more consistently challenging. Just feels like more and more 'less rpg' on the itemization side of things, why even have stats. Just have Ilvl / playerlevel.
Would content rewards be increased for the theoretically more consistently "current end game" feeling? By that I mean in the world people envision content consistently being more difficult (such that they can fail or it takes longer therefore), do they envision the cost of time to be awarded or is the game just slower now?
Just want to add for others in context, because obviously 'now' we have the most survive-ability skills on all tanks than we ever have had, but a good tank could have kept themselves alive for a long time in the past too. It's just a bit easier to do now, and more consistent since each tank has access to this rather than just one or two. Minor nerf wouldn't be enough to take this issue out all together.
Last edited by Shougun; 02-15-2024 at 06:22 AM.



Let me reverse that situation for you, you have no idea how aggravating it is to kill yourself as a tank to go into the same boss fight just so the party wipes at the exact same point again, despite the fact the game is self explanatory and other players are showing how to do the mechanics correctly.I had this happen to me once long ago as DPS and it was actually kind of frustrating. The dungeon was Grand Cosmos during the last boss and the others ended up destroying all the furniture so when the blue fire was on us we had no choice.
However, the tank decided to slowly solo the boss when it had over half its health left. It's not impressive at that point, just annoying. Especially if someone tried that and ended up dying in the end anyway.
There is a ton of furniture in the grand cosmos and the chandeliers drop after the first bout is done, so that players can see furniture burns if you drop those AOEs near it. This why even if you mess up the first time you get a second chance with the second set of furnitures and plenty of time to type in warnings in chat. If players still manage to mess that up there is also a third recovery attempt, where so long as one or two chandeliers are alive the DPS can choose to give it to the healer so they can rez others back up.
If all three points are failed as a tank I don't see why they should have any faith the second time is going to be any different, and is doing all of you a favor by clearing the fight. He probably saved you time.
Could not agree more. I cannot understand people saying players lvl 60+ are still learning. Wtf have they been doing for the prior 50? Even for jobs that start later, you should still be able to draw on your other job experience to at least understand basic gameplay.I don't care if they are level 80 and the max is 90; you were expected to know how to play your class at levels 40-50 back in ARR yet this community feels the need to ofte enable the types of people who refuse to learn by acting as if a level 60, 70, 80, whatever -- is still just a "uwu little baby man just a little guy" and defends them even if you do your best to gently approach them on clearly playing the class wrong (slow-casting rdms anyone?)
Honestly expecting the tank to off himself when he can clear just cuz the rest of the party is dead is selfish.
I personally love when I get the opportunity to solo a boss and the majority of the time the party is happy for the clear.





I imagine the boss isn't at 80% health tho, haha.
I've solo'd a few bosses from sub 10%, and everyone was pretty happy about that- and it felt quite cool. Or duo'd from like 30-40%. I'd honestly not want to see that opportunity go, especially if the replacement is just a slower more painful game. That said I can totally see and have seen people try to solo a boss from over 50% and I'm like "I wish I had ghost powers to interact with the fight, including rescuing you into aoes..., this is so boring" lol.
On Alliances that have a series of mechanics that don't deal particularly a lot of damage to tanks (but are there to be fun or to stack up vuln if you fail) I've also seen tanks that 'want to die' but can't because there isn't anything to really wipe themselves on.
It was nothing more than to show off, they even said so themselves. I don't mind it if the boss is near death, but when the boss has over half its health still it doesn't really save time. All it takes is to explain the mechanics to anyone one and say, "Hey those aoes are cross patterns, don't let the furniture burn, etc." to fix any issues. Also the big cone aoe, which I believe the tank was responsible for by destroying some of the furniture. It happened very long ago anyway, so my memory on the events are not the best.Let me reverse that situation for you, you have no idea how aggravating it is to kill yourself as a tank to go into the same boss fight just so the party wipes at the exact same point again, despite the fact the game is self explanatory and other players are showing how to do the mechanics correctly.
There is a ton of furniture in the grand cosmos and the chandeliers drop after the first bout is done, so that players can see furniture burns if you drop those AOEs near it. This why even if you mess up the first time you get a second chance with the second set of furnitures and plenty of time to type in warnings in chat. If players still manage to mess that up there is also a third recovery attempt, where so long as one or two chandeliers are alive the DPS can choose to give it to the healer so they can rez others back up.
If all three points are failed as a tank I don't see why they should have any faith the second time is going to be any different, and is doing all of you a favor by clearing the fight. He probably saved you time.
Nah even at 50%. I'd still solo it. The consequence of dying is being bored in that case. It's not the tanks fault you died (most of the time).I imagine the boss isn't at 80% health tho, haha.
I've solo'd a few bosses from sub 10%, and everyone was pretty happy about that- and it felt quite cool. Or duo'd from like 30-40%. I'd honestly not want to see that opportunity go, especially if the replacement is just a slower more painful game. That said I can totally see and have seen people try to solo a boss from over 50% and I'm like "I wish I had ghost powers to interact with the fight, including rescuing you into aoes..., this is so boring" lol.
On Alliances that have a series of mechanics that don't deal particularly a lot of damage to tanks (but are there to be fun or to stack up vuln if you fail) I've also seen tanks that 'want to die' but can't because there isn't anything to really wipe themselves on.
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