if they double or triple up the incoming damage amount & frequency, the tank heals can stay as it is now and can still reach the desired result simply by increasing incoming damage to the point the current tank heal is not enough to cover it.
if they double or triple up the incoming damage amount & frequency, the tank heals can stay as it is now and can still reach the desired result simply by increasing incoming damage to the point the current tank heal is not enough to cover it.
Last edited by Ianmaru; 06-18-2024 at 01:51 AM.
That's functionally a nerf to tank sustain. When incoming damage increases and self healing stays the same, the result is a nerf.
it has the same desired result as tank nerf, yes. but by definition that's not a nerf. and most of the time thats the better approach to balancing. when things are unbalanced, bringing the weaker ones up toward the stronger one is better than bringing the stronger one down toward the weaker one.
and since as you said 'the result is a nerf' then everyone who wants WAR nerf would still be happy, and those who don't WAR nerf would also be happy. it's the better win-win solution.
Player
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.