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  1. #31
    Player
    ThaCa's Avatar
    Join Date
    Mar 2022
    Posts
    853
    Character
    Wise Fuchsia
    World
    Phantom
    Main Class
    Summoner Lv 90
    Other roles should be touched to fix other problems though.

    Unless they commit to making DPS greedy, we will have the buff stacking meta in the future.
    (0)

  2. #32
    Player
    Ianmaru's Avatar
    Join Date
    Aug 2023
    Posts
    94
    Character
    Ianmaru Voltaire
    World
    Tonberry
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Valence View Post
    The big issue I see with that is that it is going to exacerbate the body check vomit even further because if you can raise more and better and that every role one-ups each other all the time by doing everything better and faster, the only way to wipe teams is going to be by essentially introducing even more body checks because regular deaths will matter even less than they currently do.
    not really, they dont have to introduce more body checks simply because reraise exist. let's say if a mech supposed to wipe us and the healers have reraise on them, it wont be that easy for both of them to get back to their feet let alone the whole party up if my other suggestion about the incoming damage frequency is applied. also dead healers come back to life with 0 MP, if MP cost for reraise are on, say, 3500, they wont be able to reup reraise on themselves that easily too.

    Additionally, the fact that DPS check exists, and since death = big DPS loss, they can easily wipe us on the enrage anyway even if we keep barely surviving mechs & healing checks via reraise, so having more body check to counter reraise & the 2.5s cast raise is definitely unnecessary.

    I dont really get you mean by 'every role one-ups each other all the time by doing everything better and faster' though.
    (1)
    Last edited by Ianmaru; 06-18-2024 at 06:43 AM.

  3. 06-18-2024 06:00 AM
    Reason
    moved it to the Top thread

  4. #33
    Player
    Niroken's Avatar
    Join Date
    Sep 2013
    Posts
    411
    Character
    Nanaki Naki
    World
    Famfrit
    Main Class
    White Mage Lv 90
    If you just keep adding onto design to fix bad design eventually there will be a point where your game is so unbalanced where you can no longer fix it by adding stats, mechanics, skills, etc.

    People hate nerfs, that's understandable, but the devs can't keep digging the hole bigger because eventually the hole will collapse. Then everyone suffers.
    (13)

  5. #34
    Player
    dtv20's Avatar
    Join Date
    Jul 2014
    Location
    In that lil hole under Alexander that leads under the map.
    Posts
    76
    Character
    Kazuma Haynes
    World
    Sargatanas
    Main Class
    Scholar Lv 90
    Warrior self is healing in ARR was fine. Warrior not needing a healer + healing the team is bad.
    (4)

  6. #35
    Player
    Zaytex's Avatar
    Join Date
    Mar 2022
    Posts
    118
    Character
    Zaytex Zanshin
    World
    Zodiark
    Main Class
    White Mage Lv 100
    The only tank in EW which needs a dramatic nerf is WAR. It's basically immortal in every piece of content 56+ whereas the other three have varying degrees of self-sustain depending on the content they do.
    (10)

  7. #36
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    1,932
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    The key is to rework both healers and tanks so both feel fun and impactful.

    Maybe it's just me but I do not like being able to survive so much despite making mistakes on tank, I do like party support, utility and some sustain on tanks mind you, the issue is when that sustain goes beyond Unhealthy for the game in which we see for warrior, because even if you made it so dungeons would need more healing, Warrior would still be able to solo.

    What I'd change to make both roles more fun
    1. Nerf/remove the tank Passive, this is a no brainer, but would require some fights to consider this change, currently the tank passive is too much inbuilt mitigation, cycling mits should become way more important in content.
    2. Reduce sustain, you dont need to remove "self healing" or even target healing from non-healer jobs, but you can make a sizeable nerf towards them PLD for example you could remove its healing from magic attacks which is a majority of its healing, even then if fell behind in sustain you could put back some into it's regen on knight's benediction by making the duration longer or slightly increasing the potency. Warrior should see a massive overhaul to it's sustain kit.
    3. Add more mechs such as strong single target damage, or where the boss ignores the aggro list , where a tank and healer would want to use a mitigation tool on a team mate, this could even bring some much needed use to niche abilities such as cover.
    4. Add more outgoing AOE Damage, even with DOT's, this adds more use for aoe healing kits.
    5. make the tank and healer rotations more fun, both are absurdly boring, Tanks have very basic samey 1, 2, 3 "spender" or healers spam 1 and DOT, here's a few ogcd attacks or something.
    (1)

  8. #37
    Player
    Zaytex's Avatar
    Join Date
    Mar 2022
    Posts
    118
    Character
    Zaytex Zanshin
    World
    Zodiark
    Main Class
    White Mage Lv 100
    I will say tanks should have some levels of self-sustain to them. A bad healer shouldn't constitute an immediate wipe to the party on any pull, tanks should have some control over their own life but it's gone too far in their favour.

    I feel like GNB is the best middle ground for this, but hey, that's my main tank so I'm biased lmao
    (2)

  9. #38
    Player
    Reimmi's Avatar
    Join Date
    Mar 2018
    Posts
    1,344
    Character
    Nia Niyah
    World
    Hyperion
    Main Class
    Dancer Lv 100
    I don't think all tank sustain/dps utility should go away
    but warrior absolutely needs a nerf. For one, warriors bloodwhetting should only work 1 target always, and it's aoe mitigation has way too much healing attached.
    (4)

  10. #39
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    1,932
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Reimmi View Post
    I don't think all tank sustain/dps utility should go away
    but warrior absolutely needs a nerf. For one, warriors bloodwhetting should only work 1 target always, and it's aoe mitigation has way too much healing attached.
    Exactly make it like holy circle I have no clue why it heals per enemy it's just absurd.

    But I think if you look at warriors kit even then its sustain is just really insane, not saying it shouldn't be the highest but it's self healing is just absurd, Personally If i were to change warrior id slightly buff its mits but nerf down some sustain elements.

    1. Bloodwhetting, shouldn't be Per enemy (as discussed) I'd also reduce it to 300 potency healing while making its barrier slightly better at around 600 potency, a side note I think raw INT, should have a nerfed healing potency of 200 until upgraded, but other tank cooldowns should have some healing aspect to then (such as sheltron/intervention giving a 150 regen, or heart of stone giving the excog but like 500 potency)
    2. Equilibrium, shouldn't grant Regen.
    3. Shake it off (and veil), should lose burst healing effects and have a regen when barrier breaks or expires (this should also apply to veil).
    4. Their new 40% should have not gotten another healing effect, I think it could have been 50% or something, warrior would actually benefit from more mitigation.

    I think this is fairly reasonable, I'm not here to just say "lol nerf warrior to the ground" I actually would like the tank if it felt like i had to cycle my mits more like every other tank rather then just pressing BW in aoe pulls.
    (2)

  11. #40
    Player
    ZephyrMenodora's Avatar
    Join Date
    Oct 2014
    Location
    Gridania
    Posts
    2,314
    Character
    Zephyr Menodora
    World
    Zalera
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Zaytex View Post
    I will say tanks should have some levels of self-sustain to them. A bad healer shouldn't constitute an immediate wipe to the party on any pull, tanks should have some control over their own life but it's gone too far in their favour.

    I feel like GNB is the best middle ground for this, but hey, that's my main tank so I'm biased lmao
    I agree, because I also think tanks should be able to take care of themselves long enough for the healer to Hard-cast a rez if that's ever needed, and maybe a few GCD's longer while the healer tends to other people that also need help.

    Healing on tanks is also fun, but it should be more for themselves. Paladins always had some healing - if I wanted to I could waste Cecil's turn in FF4 healing others, and sometimes had to when Rosa died. (I know single player isn't directly relevant, but it is to FF class fantasy, and Paladins get some heals in other MMOs too). Dark Knights should get some drain. I don't mind Warrior's have some self sustain, just not so much they have no need of a team.

    I think the group healing is too much. I don't mind having some group protections for the role, but I'd recommend reducing potency of any oGCD group heals. Paladin has to give up a GCD and some of it's mana to heal, and I think that works. Warrior doing it for free is a bit much.
    (0)
    Last edited by ZephyrMenodora; 06-18-2024 at 10:43 AM.

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