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  1. #61
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by Ath192 View Post
    The reason they don’t do this is because it puts too much pressure on the healer. Tanks were not able to solo things before. This was a deliberate design choice to make sure not everything relies on the healer. Not an easy fix unless they finally make healers the win condition of a dungeon again.

    Something about it causing anxiety and what not.
    And that low damage, combined with tanks massive self sustain, is why healers are the first to be dropped from most mid-high level parties after prog.
    (2)
    Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
    Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
    Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]

  2. #62
    Player
    Grizzlpaw's Avatar
    Join Date
    Aug 2023
    Posts
    50
    Character
    Grizzlpaw Kuma
    World
    Seraph
    Main Class
    Dark Knight Lv 71
    Quote Originally Posted by PyurBlue View Post
    It's not about how people play, it's game design.

    If tanks can solo bosses, the value of the healer role comes into question.

    Additionally, if the DPS need a healer to survive but tanks don't then it's potentially easy to get into the situation where the tank is slowly soloing the boss even if the DPS plays perfectly. If that happens most of the party is stuck watching instead of playing which many wouldn't find ideal.

    If people want to solo, there is unsync for that. Proper dungeon balance won't stop people from overgearing and doing content alone.
    You can take every ounce of healing from tanks and it wouldn't stop a tank + healer from slowly soloing a boss. There's two solutions to this.

    1. Make enemies hit harder. Pressure the tank and healer to burn through their cooldowns until they run out of steam and eventually die. Then DPS matters because they down the boss before you run out of cooldowns.

    2. Give more fights DPS checks. A tank can't clear a DPS check on their own. If they can't down the boss before the check happens, they're better off self wiping.


    A trinity doesn't have to be a hard rule. Roles can hybridize a little. Tanks heal and DPS. Healers DPS and mitigate (do re remove healer mit because they infringe on tanks?). DPS mitigate and self heal (SMN and RDM can group heal)

    Stripping down jobs further isn't the answer here. Jobs are already over-pruned. We need to pressure groups enough that these hybridized tools aren't enough to coast by on.
    (5)
    Last edited by Grizzlpaw; 02-16-2024 at 08:44 AM.

  3. #63
    Player
    Ath192's Avatar
    Join Date
    Jul 2019
    Posts
    1,867
    Character
    Aries Helle
    World
    Excalibur
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Deceptus View Post
    And that low damage, combined with tanks massive self sustain, is why healers are the first to be dropped from most mid-high level parties after prog.
    Lets be real about this though, I've pugged reclears anywhere from extremes to Ultimates successfully and healers are always there. Dropping the healers is something the top1% of players does for a fun challenge. I wouldn't say any midcore party drops their healers after prog unless they are lying to themselves about it when they are hardcore. It takes a lot of mit planning which wouldn't be considered mid-tier raiding.

    But it is pretty sad that:

    A: You can
    B: This is what people are doing to feel something given the state of the game
    (0)

  4. #64
    Player
    Silverquick's Avatar
    Join Date
    Mar 2017
    Posts
    893
    Character
    Silverquick Fox
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Musashidon View Post
    only for you, all it shows is how good a player is.
    Oh I don't know about that... back in the day you could have said that... but with the new tank "features"... well.. that's pretty questionable now.
    (3)

  5. #65
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,976
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Grizzlpaw View Post
    You can take every ounce of healing from tanks and it wouldn't stop a tank + healer from slowly soloing a boss. There's two solutions to this.

    1. Make enemies hit harder. Pressure the tank and healer to burn through their cooldowns until they run out of steam and eventually die. Then DPS matters because they down the boss before you run out of cooldowns.

    2. Give more fights DPS checks. A tank can't clear a DPS check on their own. If they can't down the boss before the check happens, they're better off self wiping.


    A trinity doesn't have to be a hard rule. Roles can hybridize a little. Tanks heal and DPS. Healers DPS and mitigate (do re remove healer mit because they infringe on tanks?). DPS mitigate and self heal (SMN and RDM can group heal)

    Stripping down jobs further isn't the answer here. Jobs are already over-pruned. We need to pressure groups enough that these hybridized tools aren't enough to coast by on.
    Hybrid roles means that you can assist each other in a pinch, not that a tank is a better single target healer than the healer themselves, that’s specifically why healers do less damage than DPS
    (6)

  6. #66
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    4,117
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Sorry. According to a certain small indie company's logic, apparently thanks to 80% bad healers that populates the DF means the tanks must receive their immortality to keep the Duty Finder conveyor belt running smoothly. You can safely warm the floor now while the tanks do all your works for you. Please look forward to it!

    /s
    (7)

    "Outside obvious jokes/sarcasm, I aim to convey my words to the future readers who may come across mine posts. Can I change -your- mind, somehow? Potentially... but that's not why I'm writing. You and I have wrote our piece(s). We don't necessarily need to change each other's mind. But we can change other's."

  7. #67
    Player
    Grizzlpaw's Avatar
    Join Date
    Aug 2023
    Posts
    50
    Character
    Grizzlpaw Kuma
    World
    Seraph
    Main Class
    Dark Knight Lv 71
    Quote Originally Posted by Supersnow845 View Post
    Hybrid roles means that you can assist each other in a pinch, not that a tank is a better single target healer than the healer themselves, that’s specifically why healers do less damage than DPS
    They're not. Except for arguably WAR if they have enough targets to hit.

    If I want to ensure my tank doesn't die as an AST I can put 4 different stackable HoTs on them and spam Benefics. Tanks don't have anything close to that. I feel the pain healers go through but the problem isn't tank sustain. The problem is that ANY sustain we give tanks feels overpowered when there's hardly any incoming damage to speak of.
    (0)

  8. #68
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,976
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Grizzlpaw View Post
    They're not. Except for arguably WAR if they have enough targets to hit.

    If I want to ensure my tank doesn't die as an AST I can put 4 different stackable HoTs on them and spam Benefics. Tanks don't have anything close to that. I feel the pain healers go through but the problem isn't tank sustain. The problem is that ANY sustain we give tanks feels overpowered when there's hardly any incoming damage to speak of.
    The fact that you have to include an amendment there is the entire problem, there should never be a consideration where the tank is a better healer than the healer, WAR’s regularly outheal me in dungeons (and nobody is ever at risk of dying), that is just stupid, not a single healer can match the raw HPS of bloodwhetting on more than 3 targets, it’s straight up 4 benedictions on a 25 second CD, you cannot outdamage that

    That’s the whole problem with bloodwhetting, sure if you tuned up the damage to 15 making it so the WAR crashed and burned after bloodwhetting you could probably force the healer to do something (and make 90% of the playerbase quit because of the increase in damage) but without a oneshot you physically cannot outdamage the healing potential of bloodwhetting; no skill should be like that

    Damage should be tuned up so that tanks don’t need to have straight up zero self healing in order to make the healers do anything but bloodwhetting cannot be balanced around, it needs to be nerfed
    (10)

  9. #69
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,976
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Think about it this way to give you a better visualisation

    Tank “potency” is about half of healer potency when you account for traits and the like, so bloodwhetting hits for ~200 healer potency per enemy, on average an endgame double pull is about 6-8 enemies, so you are healing for bloodwhetting 1200-1600 healer potency per GCD

    Now the strongest non conditional healer CD (ie not messing around with the potential of macrocosmos) is lilybell expiring with all 5 stacks intact, that’s a heal of 1000 potency and WHM gets it once per 3 minutes

    That is the level of healing bloodwhetting does, 1.5x the strongest heal in the game 4 times every 25 seconds, bloodwhetting is beyond a joke, for reference the spammable healer single target GCD’s are all around 600-700 potency per GCD, if you upped damage to challenge bloodwhetting’s healing the healers straight up would not be able to keep up
    (5)

  10. #70
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,461
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    If you want to be technical about it it doesn't even end there. Nascent Flash literally doubles the amount of healing in play by having it apply to two targets with no real cost to it.

    Hell most of the healing when using Nascent or BW kinda just falls off because its so overtuned at what its doing that it ends up just being an invul in aoe situations, or more than enough to 0 to full your Nascent Target, who unless they're the other tank, likely isnt taking that much damage
    (2)

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