But that's what a tank fundamentally is. They're supposed to be able to take more damage. That's the entire point of a tank. I love that I have a higher margin of error because it lets me learn faster. Now, it's been awhile, and I've improved a lot since, but when Delubrum Reginae or whatever it was called- the thing that was part of Bozja- came out, I died a lot because getting hit twice meant instant death. So if that's what you're looking for, I mean... I guess you're entitled to your opinion. Personally I think that having two hits be an automatic fail for everyone is bad.
And to add to that, and I guess to contradict what I said a little bit, I always use my better judgement in deciding if I'm going to finish the fight or reset. For example, if the entire party dies and I'm the only one left alive and the boss is at like 10% health, I'm finishing that fight. If the entire party dies and I'm the only one left alive and the boss is at like 60% health, I'm just resetting (except for one time on an alt where I soloed the last boss of grand cosmos as a gunbreaker down from 60% purely because I wanted to see if I could do it, sorry party) because it'll be faster for everyone if I reset instead of digging in and going for it.
Player
Look, I don't have any problem if you just want to express a difference of opinion or priorities vs. other players. Ultimately, that's what we're all going to be doing, since this is a subjective hobby experience, not an objective science (to whatever extent science can manage to be objective).
But if you're going to constantly flip-flop between brazen mockery and shite-posting, and then lecturing people here about "being better" and "doing better" and "holding ourselves to a higher standard", at some point, I feel like the hypocrisy reaches thermal-runaway critical mass.
Now, as for my own decision — I feel like trite apologies are so overdone in modern media that they've become mostly-meaningless, so let me try something more sincere: I acknowledge that extending beyond the boundaries of this thread was likely, objectively, inappropriate, and that you — and others — are within-rights to call me out for that.
However, my reason for doing so was not to try to "hurt" you, but instead to try to demonstrate that you clearly do not appreciate when similar tactics to your own here are used against other issues which matter to you. And further, that you seem to hold contradictory viewpoints solely inside this thread, for what seems to be just the sake of trying to discredit this "movement", as you call it.
So, I supplied outside context in order to frame a general question: If your own viewpoints and "standards" aren't even consistent, then why do you want us to take your stance here seriously? Especially when you have frequently characterised the opinions held by others here as "not worthy of being taken seriously" (to paraphrase).
For example, you claimed to find it upsetting that someone was told "only Savage matters" when you tried to encourage players to perform better in Dungeon content. Yet in this thread, you have repeatedly told people that their opinion doesn't matter because they don't play Savage, and also stated that Dungeon content doesn't matter and is irrelevant to the game.
This is why I struggle to see your presence here as anything other than a calculated tactic to try to leverage the situation to your own benefit — ie, to try to ensure that no one can bring up the possibility of Tank Sustain being reduced without being blocked and redirected by you.
I mean, your first post here was to say that you're not in support of the Healers, but you're "not not" in support of them. You've seemed disinterested in the concerns here from the beginning, mostly just seeking opportunities to discredit any discussion that Tank Sustain might have crossed the line into being over-tuned.
This would be true if we were arguing about a character's Glamour choices, but in this case, the "petty squabbles" are directly related to the "conversation about healers", and someone's repeated attempts to derail and discredit it. I consider that "on-topic", at least at a meta-level.
Last edited by Eorzean_username; 06-17-2024 at 01:48 PM.
The tank has more HP and is tankier because they are supposed to be walloped by the boss, not just shrug everything off with zero effort because the boss is doing anything
Think of a boss like barbie that is widely respected, she barely does anything to the tank, hell she barely does anything to a DPS tanking. In a situation like that tanks just have more health, inherent defence and defensives for literally no other reason than to shrug off damage for no reason. The only thing that actually hurts in casual content is dungeon packs which are deleted by the tanks healing.
So you are way more defensive for basically no reason, you are barely hurt by anything which would be fine if everyone else died and you were desperately fighting to your last breath BUT INSTEAD you are also self sufficient on your healing even with 7 vuln stacks
Tanks are just messed up 5 ways from Sunday on their balance and while I applaud you for using better judgment to wipe at 60% know that most tank mains in that position won’t do that. That is simply unfair to the other roles and removes the agency of the healer role because you simply do not need us
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
I said the healers died and the rest of the dps died to raidwide because the tank did nothing to keep them alive. I've seen PLDs solo or duo heal fights when the healers wipe early (I main PLD and its what I always do). When I'm on DPS and healers go down WARs never even try. They're all such great players like you.
I'd like to pivot the conversation.
In regards to tank sustain, that's honestly the concern that matters to me the least. I think it's terrible balancing, but at the end of the day I care significantly more about the job I want to play more than the jobs other people are playing. I know this started with the xeno clear, but I'm also not a fan of how so many people outside the conversation are interpreting it as an issue with dungeons and content, because for me, its the healers themselves.
My gameplay is trash in PVE. The most effective bandaid I can hope to see for Dawntrail to try and rectify this is increasing how often the attacks each healer already has can be used. As long as my DPS gameplay is at least enjoyable, no matter anything else, at least I can enjoy any content I want at a very base level. Now... Long term, whether later in Dawntrail or for 8.0, I also want to see healing get cleaned up, because it's kind of all over the place in a really negative way right now. First of all, it doesn't feel like the healers are getting tools that reflect their own healing styles or that feel particularly special for level 100 either. Even Philosophia which I think is the most thematically on-brand is also effectively just a potent party regen on a 3 minute cooldown with Divine Seal attached. Throughout Dawntrail, I would like to see the development team sit down and consider what the identity of each healer is, and this applies both to healing and to damage.
Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.
I don't think that the issue is the tanks self heals.
Sure, they can perhaps get tweaked somewhat.
But the main issue is that fights in FFXIV aren't encouraging for healing. Boss fights in particular are scripted and attacks are marked.
In other MMOs a boss hits for a lot more damage, more frequently and a lot more of the special attacks aren't marked out like they are in FFXIV.
FFXIV fights leave little room for errors that would normally end up as wounds a healer would heal up.
A healers toolkit is designed for when a fight struggles, which they more or less can't since everything works as a clockwork.
A clockwork that once players learn the patterns they can avoid anything but room-wide AoEs. ('cept the tank ofc holding the aggro)
In FFXIV when I cleared the first 5 floors of Savage Pandemonium I was ofc thrilled that I made it.
But the feeling was more of a "I actually managed to remember everything in the fight".
Where in other MMOs the thrill was more about personal skills, reaction times and quick thinking during chaotic situations.
FFXIV has none of that when it comes to content, it's all a memory game and pressing buttons in a sequence.
Last edited by Evergrey; 06-17-2024 at 01:58 PM.
Can someone give me a genuine TLDR of what this thread is about? Because imma keep it a stack, I'm not reading 304 pages of this to find out what is going on.
Own 123 of 126 gunblades currently in game. I like gunblades.
|
![]() |
![]() |
![]() |
|