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  1. #201
    Player
    CKNovel's Avatar
    Join Date
    Aug 2019
    Posts
    1,915
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Shurrikhan View Post
    "How dare you ask that problem A be dealt with when other problems exist?!" is a very wrong way to look at almost anything, let alone when those problems are resolvable separately/independently of balancing concerns across tanks or among the relative contributions of Warrior's kit.
    No strawman, please, I have said none of these words and neither implied them in any way.


    Quote Originally Posted by Shurrikhan View Post
    Which do you actually like then? The gameplay of the tools (unchanged, except in that other Warrior mitigation optimizations might also now be of value), or solely the fact that you uniquely don't need the other roles / render another role redundant in their interactions with you, or a different game approach whereby the "trinity" is softened to a pudding?
    A closed choice is a nice manipulation tactic.
    I have proposed solutions that can restore the so holy trinity and pointed out why Bloodwhetting isn't the problem and that nerfing it wouldn't restore the trinity.

    I want to keep the current status while restoring the trinity in dungeon, I've provided enough materials to do so.
    (0)
    Last edited by CKNovel; 08-14-2024 at 02:00 AM.

  2. #202
    Player
    Magikazam's Avatar
    Join Date
    May 2022
    Posts
    368
    Character
    Omori Oatmeal
    World
    Malboro
    Main Class
    Summoner Lv 91
    Quote Originally Posted by Reginald_Cain View Post
    You healers need to stop gas lighting yourselves that you're mad at warrior healing. you're mad because your role has been made to push the same trash looking boring gcd filler attacks since shadowbringers. dawntrail tried to remedy this but they chickened out and only gave you something interesting to do on a two minute cooldown. then 90% of fights is glare filler. People that objectively want healing to be fOcUsEd On HeAlInG should go back to wow with your archaic mentality that healers should just be drones to fill health bars. Healing has been the least fun role for 3 expansions now and it sucks. the whole role needs to more engagement outside of heal checks and long cooldown nukes.
    First off um... I'm not really a healer player so idk what you're yapping about. The only healer I kinda experienced was Scholar and that only due to the fact I just farmed dungeon with it to level summoner. I think regardless of your opinion of if healer should be healbot or not, that it kinda stupid you can go a whole dungeon and spam Broil and forget you're supposed to heal people since Warrior can do that job on a 25 sec CD whitout ressources cost.

    I mainly play tank and dps and I think that in most content of the game Warrior just get stupid priveledge when it come to just...overall balancing. Paladin is a holy knight who whield white magic, yet it got more limited healing that has cast time and mana management. Warrior also second best in tank dps. Like, you can just grab warrior right now and go to Eureka and even compared to other tank, leveling trought it will be a breeze since it the only class that can solo 6+ mobs and lower level FATE in that content.

    Quote Originally Posted by CKNovel View Post
    Healers waits until there's damage to heal and spam the same button while waiting, that's their gameplay. As long as SQEX gives nothing to do to fill those empty window, you'll see complains.
    You can nerf Bloodwhetting, Clemency, Cover and whatever you want, healers will always remain an ungrateful role to play.
    Even if healer gameplay rn is boring with the two button press damage rotation, Healing still should be a big part of their role. Even if you would give them dps rotation, I'd find it kinda stupid that their whole role would be limited to ''yea you're the dude that cast aoe heal when boss do unavoidable damage and you're here to heal people who don't get out of orange puddle''. Like, at that point remove healer and give everyone GW2 type of self sustain.
    (3)
    Last edited by Magikazam; 08-14-2024 at 02:09 AM.

  3. #203
    Player
    CKNovel's Avatar
    Join Date
    Aug 2019
    Posts
    1,915
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Magikazam View Post
    I'd find it kinda stupid that their whole role would be limited to ''yea you're the dude that cast aoe heal when boss do unavoidable damage and you're here to heal people who don't get out of orange puddle''.
    Even if we nerf Warrior and the tanks, that would remain "the dude who heal people who don't get out of puddles".

    Giving them a rotation would copy-paste the recipe applied to tanks who are "the DPS that tank the boss and has mitigation tools". That would work since there's no tank strike.
    Healers should focus on the party while the tank should focus on individuals. That's already kind of the case, except dungeons only deal damages on individuals and throws 10 raidwide accross the whole dungeon.

    Increase the damage tools, increase the damage received across the party, focus on healer mechanics that requires burst healing.
    If we want to go further we could even integrate the cleanse in their toolkit, bring back the aoe cleansing and Esuna would be the last ressort if you missmanaged your tools.
    We could even consider having purging abilities that removes buffs from bosses.
    (0)

  4. #204
    Player
    Crafoutis's Avatar
    Join Date
    Apr 2022
    Location
    Ul'dah
    Posts
    120
    Character
    Crafoutis Lesalia
    World
    Exodus
    Main Class
    Warrior Lv 100
    Nerfing Warrior won't make healing interesting, and it would be super nice if the non-WAR players would stay in their lane.

    I've been looking up characters posting in this thread and it's obscene how many non-WAR players are speaking like they're the mouthpiece of an entire job that they don't even have at max level.
    (2)
    WAR don't get changes because they don't need changes. They only need more enemies to cleave.

  5. #205
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by CKNovel View Post
    No strawman, please, I have said none of these words and neither implied them in any way.
    Unless you referred to yourself in the third person earlier and expect to be referred to also as such even in a direct reply, it should be clear that I wasn't referring to you, but rather the poster ("he") whose content we were both talking about.

    A closed choice is a nice manipulation tactic.
    A set of choices presented in a manner closed than it actually is would be a manipulation tactic, yes, but so would a set of choices presented as more open than they actually are. In this case, those choices are (to the honest extent of my understanding) exhaustive among what could/would be changed by dungeon tuning. Presenting anything more than them as relevant (insofar as seems to be remotely reasonable) would be (to my understanding) manipulative conflation.

    If you can show why those potential outcomes are not exhaustive, by all means. But don't pretend that focusing on just what outcomes would actually be affected when discussing the effects of change is inherently reductive; by that token, it is at least as arguable that any discussion outside of what would be changed would be a separate issue and/or mere conflation.

    I want to keep the current status while restoring the trinity in dungeon, I've provided enough materials to do so.
    Then how the heck would spreading out the contributions of Warrior's kit in dungeons nearer to what they see in raids be damaging to that? And how would making healing truly matter (e.g., such that there is no spare free healing to be done by tanks or healers even at max gear and optimal play) make a broken scalar less important?

    Yes, it might then do less to make healing redundant, but it would then provide a very real advantage to survivability and/or rDPS (via healing GCDs spared), not merely to ease, once you amp up incoming damage while leaving a single tank (and especially, a single skill) overpowered, making the issue arguably worse. Alternatively, the increases to incoming damage could only go so far as the other tanks are capable of dealing with, in which case Warrior (especially, Bloodwhetting) would still excessively step on the toes of healers (all over a scalar that has only been broken since Endwalker and actually degrades the sustain gameplay interactions that were previously available to Warrior).

    Quote Originally Posted by Crafoutis View Post
    it would be super nice if the non-WAR players would stay in their lane.
    Is this a false flag, or are you really outing yourself (and by association, your job or a portion of its other users) as a whole new level of entitled / unconcerned for broader game health? These are comments on broader balance, not what feels good or what niche optimizations are available in a given Ultimate.

    Jobs operate relative to their alternatives and their relative balance can absolutely have an impact on the game. An overpowered job necessarily impacts others (making content more difficult than intended if the OP job is tuned around and other jobs are taken instead or easier than usual if that job is stacked). An underpowered job that content is nonetheless tuned around necessarily impacts others (denying them a need to make full use of their kits / optimize appropriately).

    "If you're not presently maxed in job Z, you are not allowed to voice concern for how job Z may impact jobs A-Y" is not a good look, even if we remove the hierarchical vibes there.
    (4)
    Last edited by Shurrikhan; 08-14-2024 at 05:51 AM.

  6. #206
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Mercury_Grey View Post
    Honestly, imma say it some people should of seen the interview with yoshi-p, I believe its from 7.2 and further they are gonna try to make class identities more diverse. For example: PLD be more of the defensive, GNB more dps, DRK more magical defense.
    Those aren't worthwhile identities. Those will merely produce rotating levels of competitiveness based on the fight's damage type and how deep one is into prog -> farm (or, how mistake-prone one's party is). "Diversifying" tanks in that way merely obliges tank players to level all 4 and for each fight to take only 1-2 particular tank jobs for their given degree of progression.

    Or, more shortly put, those "identities" would just necessitate more job-leveling grinds while greatly reducing job choice for all tanks.
    (3)
    Last edited by Shurrikhan; 08-14-2024 at 05:52 AM.

  7. #207
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    527
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    I do wonder if people here would be so happy if the shoe were on the other foot. If, for example, holy stun didn't have limited uses making all tanks and other healers inferior picks for party compositions in normal content. I mean, that's fine. Right?
    (2)

  8. #208
    Player
    CKNovel's Avatar
    Join Date
    Aug 2019
    Posts
    1,915
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Then how the heck would spreading out the contributions of Warrior's kit in dungeons nearer to what they see in raids be damaging to that? And how would making healing truly matter (e.g., such that there is no spare free healing to be done by tanks or healers even at max gear and optimal play) make a broken scalar less important?

    Yes, it might then do less to make healing redundant, but it would then provide a very real advantage to survivability and/or rDPS (via healing GCDs spared), not merely to ease, once you amp up incoming damage while leaving a single tank (and especially, a single skill) overpowered, making the issue arguably worse. Alternatively, the increases to incoming damage could only go so far as the other tanks are capable of dealing with, in which case Warrior (especially, Bloodwhetting) would still excessively step on the toes of healers (all over a scalar that has only been broken since Endwalker and actually degrades the sustain gameplay interactions that were previously available to Warrior).
    I believe you're trying to thinking too deep.
    Just look at 24 man raid, healing is still an insanely boring chore yet Warrior kit isn't in that specific situation where Bloodwhetting is broken.
    Yet it's still boring to heal and the trinity barely matters! Why is it the case?

    Bloodwhetting doesn't needs a nerf because it requires a very specific situation to be broken. Situations you only find in dungeons, maps and fate that regardless if you have a Warrior or not.
    Bloodwhetting shouldn't be nerfed because the complains comes from a kneejerk reaction and would encourage nerf mentality for something so niche.

    Quote Originally Posted by Alice_Rivers View Post
    I do wonder if people here would be so happy if the shoe were on the other foot. If, for example, holy stun didn't have limited uses making all tanks and other healers inferior picks for party compositions in normal content. I mean, that's fine. Right?
    Go ahead.
    Tanks wouldn't complain because they have a rotation.
    DPS would complain if you stun the mobs without letting them nicely pack first.
    Healers would complain because they're spamming a single button.
    (0)
    Last edited by CKNovel; 08-14-2024 at 08:17 AM.

  9. #209
    Player
    ApolloGenX's Avatar
    Join Date
    Aug 2013
    Posts
    1,396
    Character
    Galen Amaranthe
    World
    Leviathan
    Main Class
    Gladiator Lv 90
    It's really annoying when people keep arguing that being required because you gimped tank healing is the same as fun. It's not. Paper tanks are not fun. Healing is not fun.

    Making tanks suck won't fix healing.
    (2)

  10. #210
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    527
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    Quote Originally Posted by ApolloGenX View Post
    It's really annoying when people keep arguing that being required because you gimped tank healing is the same as fun. It's not. Paper tanks are not fun. Healing is not fun.

    Making tanks suck won't fix healing.
    As far as I'm concerned it is not a necessity that tanks must suck in order for healing to be needed, or is it your opinion that tanks needing healer is by definition sucking? As someone said somewhere and I agreed "tanks should be hard to kill" but not impossible. I've done immortality in Star Trek Online in the highest level content that game had and yeah, it was fun for a while but then it got old and boring, it's a big part of why I don't play the game anymore despite being a massive (TNG/DS9/VOY/ENT era) Trek fan.

    If we intend to keep the healing role, no job should be immortal, it's antithetical to having healers.
    (3)

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