Once again can we please not get “utility” on the tanks that basically amounts to more healing
Once again can we please not get “utility” on the tanks that basically amounts to more healing
Again, I don't really think this is ever going to go the way you want it to, I've never seen the devs go back on decisions they've made here. So all its really amounting to is exuding Dark Knight from party utility the other tanks have for no real reason.
I'd love for them to admit its not a good idea and nerf the other tanks, but its flat out not going to happen. So I'm going to discuss ways they could bring Dark Knight up to the standard it needs to be at set by the other tanks rather than play the hypothetical game of "nerf the rest of the game"
Healing on tanks isn't the issue its the fact fights aren't designed around the extra healing tanks bring.
Healing on Healers will always be more reliable and consistent Due to the sheer amount of buttons they get, but the issue is a lot of those healing buttons aren't really needed, especially your gcd heals and decision making.
But you’ve suggested something that fills a niche that doesn’t exist, DRK’s party utility is totally fine, DRK and GNB have the advantage of it being mitigation so it affects things like bleeds, but the disadvantage it only works on medical damage, PLD and WAR have the advantage shields affect everything and don’t have diminishing returns; but the disadvantage they don’t provide mitigation for things like bleedsAgain, I don't really think this is ever going to go the way you want it to, I've never seen the devs go back on decisions they've made here. So all its really amounting to is exuding Dark Knight from party utility the other tanks have for no real reason.
I'd love for them to admit its not a good idea and nerf the other tanks, but its flat out not going to happen. So I'm going to discuss ways they could bring Dark Knight up to the standard it needs to be at set by the other tanks rather than play the hypothetical game of "nerf the rest of the game"
So you are just straight up suggesting a buff to DRK’s healing for a niche that doesn’t need to be filled, party mitigation is already balanced (regen on SIO non withstanding but the mitigation on HOL/DM is worth more against a bleed anyway
Well first off just saying SIO doesn't count is stupid. We can't just ignore that, and that buff came in a tier with a particularly punishing physical mechanic that greatly favored PLD and WAR in P10S.But you’ve suggested something that fills a niche that doesn’t exist, DRK’s party utility is totally fine, DRK and GNB have the advantage of it being mitigation so it affects things like bleeds, but the disadvantage it only works on medical damage, PLD and WAR have the advantage shields affect everything and don’t have diminishing returns; but the disadvantage they don’t provide mitigation for things like bleeds
So you are just straight up suggesting a buff to DRK’s healing for a niche that doesn’t need to be filled, party mitigation is already balanced (regen on SIO non withstanding but the mitigation on HOL/DM is worth more against a bleed anyway
And its not like PLD doesn't have some additional form of party support, it has two forms raidwide mitigation so its really getting the best of both worlds here.
The way I see it right now we have two tanks with superior party utility at no cost, and two tanks who just don't. We've equalized damage to the point where I view this as a balancing problem in itself.
So yes, I'm going to say Dark Knight and Gunbreaker need more. Or they need a real advantage of their own in some form, something that was deliberately removed from the game for the sake of balance.
Heart of Light and Dark Missonary being the exact same skill is also incredibly stupid, but thats another issue entirely.
I didn’t say SIO didn’t count I said the regen on it is worth less than pure mitigation from HOL/DM because shields don’t help against lingering effects unless they cancel the effect entirely (and even that has mostly been removed now so WHM doesn’t suffer), POA has to be channeled and you have to be between the party and the attack so that has its own downsidesWell first off just saying SIO doesn't count is stupid. We can't just ignore that, and that buff came in a tier with a particularly punishing physical mechanic that greatly favored PLD and WAR in P10S.
And its not like PLD doesn't have some additional form of party support, it has two forms raidwide mitigation so its really getting the best of both worlds here.
The way I see it right now we have two tanks with superior party utility at no cost, and two tanks who just don't. We've equalized damage to the point where I view this as a balancing problem in itself.
So yes, I'm going to say Dark Knight and Gunbreaker need more. Or they need a real advantage of their own in some form, something that was deliberately removed from the game for the sake of balance.
Heart of Light and Dark Missonary being the exact same skill is also incredibly stupid, but thats another issue entirely.
Still what’s the problem with slight imbalance in the actual kits of the tanks, do you really just want 1 tank that does the best of everything the 4 tanks do, your logic basically circles around and around, “oh we need to give DRK and GNB better AOE mitigation but then that means that PLD falls behind in reactive healing mitigation so we need to give them heart of corrundum, but that puts WAR behind in damage from a distance so better give them a magical phase”, it just circles round and round till you have 1 tank with the best advantages of every current tank
An expansion of PLD mechanics I would like to see is letting Divine Might buff certain weaponskills. Like kinda remove the cooldown of Goring Blade, and increase the amount of stacks of Divine Might you get, and let Goring Blade consume all stacks, but change its effect depending on how many stacks were consumed, perhaps causing certain utilities to be augmented.
3 stacks = big single target fire damage with a few ticks fire damage over time for flavor
2 stacks = ice aoe damage with some CC
1 stack = unaspected equal to a Buffed holy Spirit
Last edited by mallleable; 02-16-2024 at 07:33 AM.
I'd like to see each tank's on-demand shield ability get more layers to them to set them more apart from each other and give them each more of their own flavor.
Like PLD's Sheltron/Holy Sheltron/Intervention getting a sort of branching path in it's use. After using it and getting it's base effects, depending on the context and situation (i.e.: taking an amount of damage, or using another specific skill), it could either strengthened into a stronger shield, or be consumed completely to provide a damage resource. No, not like TBN, before you even say it. It would be a trade-off. You could choose to buff the base effects, or eat the base effects entirely to gain more damage potential, but you can't do both with one shield. It's even thematic for the job. When sheltron is up, it shows as a shield on the oath gauge. When it's buffed, it shines. When you "break" it, it turns into multiple broken shield pieces that get consumed on other damage abilities.
Yeah, this is a bit similar to what we already have in Divine Might and Requiescat stacks, but I'd prefer if future job additions are built off a job's core mechanics, and the oath gauge currently feels woefully underutilized.
I'm not really sure what you're trying to say here, mainly because I fully view us as already in that situation.Still what’s the problem with slight imbalance in the actual kits of the tanks, do you really just want 1 tank that does the best of everything the 4 tanks do, your logic basically circles around and around, “oh we need to give DRK and GNB better AOE mitigation but then that means that PLD falls behind in reactive healing mitigation so we need to give them heart of corrundum, but that puts WAR behind in damage from a distance so better give them a magical phase”, it just circles round and round till you have 1 tank with the best advantages of every current tank
Endwalker's state of tanks is a situation where "1 tank does the best of everything that the 4 tanks do" as you put it.
With WAR right now, its currently sitting as basically an omni-job with mechanics from all the other tanks slapped into it, while doing those things better than the other 3, while also being the easiest job to play in the game. The only slight, and damn do I mean slight, semblance of a downside WAR can even remotely run into right now is that it can run out of % mitigation if used poorly.
We've evened the DPS gaps between tanks, so now we have to look at what else tanks bring to a party.
You want a tank who has the strongest most spammable invul that trivializes tank mechs? You pick WAR.
You want the tank with the strongest short mit on an allied player capable of indefinitely pocketing a dps or healer while also double dipping and providing you with sustain to shrug of Autos? You pick WAR.
You want the tank with the strongest fire and forget team wide mitigation? You pick WAR.
You want the easiest tank to optimize in basically anyfight? Thats WAR.
Dark Knight gets a fat personal shield? WARS gotta have that on Bloodwhetting.
GNB getting a regen skill? Can't have that without putting that on WAR too, thank god we got Enhanced Equilibrium that basically reads "Additional Effect Aurora"
PLD getting a rework to make Veil not require you to shoot yourself in the legs to use it? Equal Attention present for WAR with Shake it Off (Overtime) so it remains the better skill of the two.
By comparison, 10% mitigation against magic damage just feels a bit mundane doesn't it?
I have less of an issue with PLD having additional tools because at least that job usually has to pay in one way or another to bring that utility.
Nothing is as hilariously free as every single skill reading "Additional Effect" for arbitrary reasons.
So I'm going to keep saying that other tanks should be able to bring this level of utility if its the norm set by Dev's Favorite.
Or at least some level of it so it just doesn't feel like the choice of tank is just a difficulty slider with no rewards at the top for playing objectively harder jobs.
We already have a tank that gets to be the best at everything.I didn’t say SIO didn’t count I said the regen on it is worth less than pure mitigation from HOL/DM because shields don’t help against lingering effects unless they cancel the effect entirely (and even that has mostly been removed now so WHM doesn’t suffer), POA has to be channeled and you have to be between the party and the attack so that has its own downsides
Still what’s the problem with slight imbalance in the actual kits of the tanks, do you really just want 1 tank that does the best of everything the 4 tanks do, your logic basically circles around and around, “oh we need to give DRK and GNB better AOE mitigation but then that means that PLD falls behind in reactive healing mitigation so we need to give them heart of corrundum, but that puts WAR behind in damage from a distance so better give them a magical phase”, it just circles round and round till you have 1 tank with the best advantages of every current tank
Best invuln, best party wide, best main tank, most consistent damage, easiest to optimise and best sustain in the game.
But everyone's ignoring it because War had 1 bad tier and streamer man mains it.
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