

			
			
				on the topic of "tank" nerfs I think it's still very ideal to keep the versatile nature of tanks, Sustain and Mitigation are both important to a lot of tank's feel, even utility like providing barriers or a small healing effect to allies is something that can be important, I like that Paladin for example has some healing support, but I think they could tune down some key aspects of this
I don't think "tank nerfs" need to mean take away all forms of sustain or even targeted healing which is honestly a common sentiment I'm hearing from people who want "tank nerfs", I feel as it's important to distinguish the issues and that it's not just sustain values but it's also the absurd mitigation value tanks carry.
I think key factors on the best approach on how to "nerf tanks" should consider how to fairly keep job's Intact, I'll just go over how I'd make every tank job feel a bit more fair. I don't think just removing sustain or all forms of nonhealer healing is a "solution" I'm of the mind that the mitigations are even more out of hand then sustain honestly. (outside warrior lol)
General - Reducing the baseline defensive value tanks currently would have, this might need some tweaking in content to be workable but I think this is important, for short mits instead of removing the "Additional effect" that is sustainm I'd honestly remove the secondary mitigation effect and make them 20%'s that last 6s to better balance this, this also puts back importance on shielding and helping the tank mitigate further through healers mitigation cooldowns.
Paladin - Healing from magic attacks should go, I'd personally extend Holy sheltrons/intervention regen effect to 18s, as the idea would still be to keep some of that sustain (that's a extra 500 potency worth of healing over time that would be a total of like 1000 potency if you had two uses Vs the massive 3200 healing you get per minute from attacks), This would be PLD's only sustain and target healing tool outside clemency, I'd also move a weaker version of the regen (like 100 potency) to the job so it has some form of early game sustain.
Warrior - Needs regens removed from equilibrium, Shake it off, I also would like its sustain effect to be around 300 potency and not apply per enemy. (Also their new 40% shouldn't have a regen), nascent should also not heal both you and your target...
Gunbreaker - I'd tone down it's excog ever so slightly (to 700 potency), I think it's got the best "1, 2, 3" sustain effect and aurora ontop of that Ideally Paladin/Gnb would be on par with each other.
Dark Knight - I just think Dark Mind needs to be changed maybe 15% magic reduction that also reduces 5-10% physical, It gaining a strong excog tied to a 120CD is fine for me.
The key goals should be this is in addition to allowing tanks to pull more, adding more aoe, higher auto attacks and adding more target party member damage on non tanks, that healers and tanks should help out the said party member with their cooldowns.
Last edited by Rithy255; 06-23-2024 at 05:36 PM.


			
			
				Don't do this. If you're in content with randoms as a healer, do your job and heal. If you don't, you can be votekicked for being an 'obstruction to successful completion of duty'. And if SE finds out you were doing it intentionally/it was premeditated, then you'll get slapped with some kind of sanction for 'intentionally griefing'. You don't want a 3-day ban when DT only just came out, it's not worth it. If you're going to play healer in content and are participating in this 'strike', either do Trusts, or queue with friends
We're not asking for Elden Ring. We're not asking for 'hardcore Korean MMO'. We're asking for Stormblood. Not sure how that's so difficult to understand
I think it says more about you than it does about anyone participating in this thread that you'd instantly jump to a comparison with SJWs



			
			
				I've been following this thread since it started and trying to keep up with all the replies. More and more I'm convinced that the core issue of the whole situation is the trinity itself and the fact that different people want Healer to mean different things. I'll try to explain what I mean.
On one side, we have people who think that a healer's primary role is to heal. However, if we want a healer's main thing to be healing, the healing requirements need to go up severely so that healers don't mash their one damage button 60% of the time. More importantly, people need to be willing to put trust in the healer to keep them alive and, as we're continuing to see, many are not. Case in point, all the people complaining about not wanting to be "held hostage" by bad healers not pushing their buttons.
This leads us to the other side of the conversation - the people who don't want the party's survival to be reliant on a healer. The problem here is that if the healer isn't primarily healing, we need to give that player something else to do. The most straightforward answer to this issue is a more complex DPS rotation, essentially turning the current heal dispenser design to something more of a hybrid support. If we don't want to do that, healers need a different gimmick. The argument against this that I see most often is "but bad players" - well, then it needs to be a gimmick that's not essential for Normal content but very helpful in Extreme and up, something that will keep the skill floor low and allow overwhelmed newbies to pull through without properly understanding it but also raises the skill ceiling by allowing for optimization.
Personally, I'd be perfectly OK with either option. I like keeping the party alive, running triage and saving pulls that went horribly wrong. I also enjoyed Astrologian specifically because it gave me something to do besides spamming Fall Malefic and waiting for the scheduled every-30-seconds raidwide. Is there a happy medium to be found? I have no idea, unfortunately. All I know is that I'm unhappy with the current state of both healer jobs and fight designs where healers are heal dispensers with few opportunities to actually do that dispensing.


			
			
				That still leaves WAR with a massive oGCD spike heal, which in my opinion is the exact wrong thing to keep. In general I'd prefer dps role to have medium strength spiky selfheals, that lets them help out with any big AoE hits and lower the difference between healing required between dps role and tank tole. For tanks I'd prefer more a constant selfheal that can deal with things like auto attacks from bosses, but no strong oGCD spike heals to also deal with tankbusters and such. The exact mechanics behind those constant selfheals doesn't really matter, it can be tied to normal attacks, HoT added to short cooldown mitigation, a combination of those. The two selfheal mechanics to avoid is stronger oGCD spike heals on high cooldown abilties, and heals scaling up with targets (which is basically a constant spike heal on groupfights).
I am fine with some forms of additional GCD healing for tank and dps role, to keep themselves alive in emergencies and maintain/improve agency over their own health. As long as using those GCD heals lowers their damage output enough that taking a healer is more optimal in any team content.
And teamheals from tank and dps role should either be GCD or highly restricted in some other way (like tiny AoE). Shake it Off and Divine Veil would be fine as mitigation, maybe with a weaker shield. But huge AoE, low ish cooldown, medium/high potency ogcd heals+shield+regen have no place on a tank job.




			
			
				I will also note just to add a thought to this.
for me while I’m happy with either option I would vastly prefer the more complex damage route and it’s for the reason that whatever class you play your character is the WOL. The WOL is the strongest being in the world functionally I want to feel powerful on the class I call my main. Pure healing is a good feeling in a party environment but I don’t think it carry’s the “feeling” of the WOL as well as being a hybrid healer who is also a formidable caster
I still want my WOL to look intimidating in cutscenes
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 will tell you in clear cut terms why this healer strike is a doomed failure.
I will outline 3 major reasons now
- Mentor status and Novice network
 - All level 100 Achievements
 - Having an easier time quing for duties
 
so you see regardless of how much following and support you get, the three hundred something likes is probably ALL the support that it will EVER amount to. as the majority of the player base will not be willing to sacralise these perks for a small things like this
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