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  1. #1
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    whiskeybravo's Avatar
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    Quote Originally Posted by ApolloGenX View Post
    Also, why do they think gimping tanks is fun for anyone?
    Nah, it's just WAR specifically. Gimp WAR enough that PLD takes it spot, while WAR joins DRK in the abyss and GNB just keeps doing what it's doing (I guess).
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  2. #2
    Player
    Shurrikhan's Avatar
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    Quote Originally Posted by Marxam View Post
    Its already been nerfed to the ground.
    It's still in the strongest state it's ever been in. It has received no nerfs.

    Ironically they solved this issue back when tanks had two stances. If you wanted to heal yourself you had to be in defiance and take a damage hit in exchange for staying alive.
    And I'd love to see that available agency returned and expanded upon.

    I'm sitting here wondering why SiO got a regen when all it needed was higher % on the shields when sacrificing your buffs. Equilibrium also didn't need the regen imo. It would have been better if it was a 1200 potency heal when HP below 50% or 1200 potency barrier when HP above 50%.
    Ironically, the HoT would actually make SiO less brain-dead... if it weren't so much larger a buff than everyone else got to their raid-wides (if any). At least with the HoT you can't just pop it any time within 30s of a raidwide to get full sustain (even if not necessarily life-saving) value out of it.

    But yeah, between keeping healing from damage/attacks dealt strong (though, I'd still want it to scale from ST to AoE in a reasonable fashion) and getting regens (i.e., if Warrior were balanced and I therefore had to choose), I'd take the healing from damage/attacks dealt every time.


    Quote Originally Posted by whiskeybravo View Post
    Nah, it's just WAR specifically. Gimp WAR enough that PLD takes it spot, while WAR joins DRK in the abyss and GNB just keeps doing what it's doing (I guess).
    I've never seen "reduced from a lead of 30-50% to a lead of ~20%" referred to as "gimp" before. Learn something new every day, though, I guess.
    (3)

  3. #3
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    Quote Originally Posted by Shurrikhan View Post
    I've never seen "reduced from a lead of 30-50% to a lead of ~20%" referred to as "gimp" before. Learn something new every day, though, I guess.
    Come on now, surely that's not enough to make healers feel relevant again.

    Even 1 heal per gcd, or 80% reduction beyond first in AoE, or max of 2 or 3 targets. Anything this low would still be roughly equivalent to Equilibrium with half the CD. This alone is not enough to change any paradigm. All it does is "gimp" WAR in order to make healers (and DRK) feel better about themselves.
    (0)
    Last edited by whiskeybravo; 08-21-2024 at 09:51 AM.

  4. #4
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    Quote Originally Posted by whiskeybravo View Post
    Come on now, surely that's not enough to make healers feel relevant again.
    No one has said it would be enough by itself, and several posts in this thread thus far have explicitly said (and likely only because running into so many whataboutisms and false dichotomies somehow made the obvious necessary to restate) that reining WAR in back towards a balanced state would not fix healers on its own, but not having one job randomly be able to put out half more than others in all content and up to 3x more in certain content forms is a fairly necessary first step for setting up any broader paradigm shifts regarding how, and how much, healing needs to be done by healers.

    I.e., not sufficient in itself, but nonetheless necessary. Most cool fun things a game might add... require at least a decent degree of balance in whatever capacities they would be centered around.

    Again, you seem to be treating anything less than being significantly overpowered (and whether it uniquely permits success in normal circumstances or no, Warrior is that) as inherently and significantly less fun. On that is already disagree, but fair enough: preferences don't have to be logical, broad-minded, or anything else. But, if you're not willing to imagine out the game as a healer with every tank being similarly overpowered, that's literally just "Don't take away my advantages!" And I don't think that instinct is worth placating. Especially when it has hurt Warrior's and others' gameplay alike.
    (1)
    Last edited by Shurrikhan; 08-21-2024 at 12:37 PM.

  5. #5
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    whiskeybravo's Avatar
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    Quote Originally Posted by Lyth View Post
    I think this newly circulating claim that 'healers are only there to heal the rest of the party' to be a self-defeating argument.
    I'm not sure anyone actually said or thinks that. The rebuttal was to some notion that healers only existed to heal tanks and if the tanks heal themselves they apparently have no job left. Simply not true.

    Quote Originally Posted by Shurrikhan View Post
    No one has said it would be enough by itself, and several posts in this thread thus far have explicitly said (and likely only because running into so many whataboutisms and false dichotomies somehow made the obvious necessary to restate) that reining WAR in back towards a balanced state would not fix healers on its own, but not having one job randomly be able to put out half more than others in all content and up to 3x more in certain content forms is a fairly necessary first step for setting up any broader paradigm shifts regarding how, and how much, healing needs to be done by healers.

    I.e., not sufficient in itself, but nonetheless necessary. Most cool fun things a game might add... require at least a decent degree of balance in whatever capacities they would be centered around.
    So my comment of gimping WAR down to DRK levels, or probably worse with the shear amount of general vitriol directed towards it by the community, remains correct.

    Quote Originally Posted by Shurrikhan View Post
    Again, you seem to be treating anything less than being significantly overpowered (and whether it uniquely permits success in normal circumstances or no, Warrior is that) as inherently and significantly less fun. On that is already disagree, but fair enough: preferences don't have to be logical, broad-minded, or anything else. But, if you're not willing to imagine out the game as a healer with every tank being similarly overpowered, that's literally just "Don't take away my advantages!" And I don't think that instinct is worth placating. Especially when it has hurt Warrior's and others' gameplay alike.
    It would be inherently and significantly less fun than it currently is. There's really nothing to argue about on that point. The problem I have is that a nerf, even an incredibly heavy nerf, does nothing to address other concerns surrounding gameplay. I mean, it's pretty hard to say that having to cast a few more heals per dungeon pull is going to drastically change the enjoyment a healer has. If they aren't getting that enjoyment on 3/4 of the other tanks (which supposedly aren't as problematic) either how does changing WAR actually do anything.

    This goes hand in hand with the second point which is that they gave us all these abilities to begin with. I'd rather be in a situation where they are all useful or required rather than delete them because SE failed in their implementation.
    (0)
    Last edited by whiskeybravo; 08-21-2024 at 02:23 PM.

  6. #6
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    Quote Originally Posted by whiskeybravo View Post
    So my comment of gimping WAR down to DRK levels, or probably worse with the shear amount of general vitriol directed towards it by the community, remains correct.
    Few have recommended reducing all tank sustain down to DRK's. Though, that level is literally just where, short of sacrificing damage for the purpose, any non-WAR was in Endwalker, so I fail to see how that is particularly "gimp" either.

    Others have merely asked to average the sustain levels, as having one tank blatantly overperform the average by some four times the deviation between the rest makes it difficult to, simultaneously for non-WARs and mere non-WAR tanks, create engaging heal-checks in coordination between tanks and healers.

    This goes hand in hand with the second point which is that they gave us all these abilities to begin with.
    Sometimes tools given are excessive. It's better then to nerf them back into reasonability than power creep the entire game to pander to those whose feelings might be hurt by having a time limit on excess power.

    I'd rather be in a situation where they are all useful or required rather than delete them because SE failed in their implementation.
    As would I. That said, find me someone who's asked to outright delete Bloodwhetting's self-healing whatsoever, reducing it to a mere flat shield and its layers of %DR... instead of two layers of %DR, a flat shield, and a heal per attack per target struck for each attack for 8 seconds... and this would have relevance. Alas...

    Remember, I already agreed that Bloodwhetting's healing should continue to scale, directly or indirectly, with target count, so long as other tanks had something compensatory in their kit that similarly scales with target count and/or that advantage wasn't quite so vast (rather than being literally +100% healing per target).

    For my part, I don't think tanks should have any less agency than they have now... so long as we don't confuse {the ability to outperform others with ease} with merely being {able to have a significant impact}, let alone with skill-expression.

    It would be inherently and significantly less fun than it currently is. There's really nothing to argue about on that point.
    That is your subjective view. When one of my skills has so broken a scalar that it renders a third of my remaining kit redundant (unable to generate any additional rDPS), that makes the gameplay less fun to me. I like being engaged. However, to me, that requires not being overpowered.

    Across pretty much any game, I find being underpowered (and thereby needing more optimization than most to get by), so long as the goals are still feasible and an invite still possible within my time constraints, a hell of a lot more fun that being overpowered (and therefore having parts of my kit rendered useless by other parts).
    (1)

  7. #7
    Player
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    Quote Originally Posted by Shurrikhan View Post
    As would I. That said, find me someone who's asked to outright delete Bloodwhetting's self-healing whatsoever, reducing it to a mere flat shield and its layers of %DR... instead of two layers of %DR, a flat shield, and a heal per attack per target struck for each attack for 8 seconds... and this would have relevance. Alas...

    Remember, I already agreed that Bloodwhetting's healing should continue to scale, directly or indirectly, with target count, so long as other tanks had something compensatory in their kit that similarly scales with target count and/or that advantage wasn't quite so vast (rather than being literally +100% healing per target).

    ....


    That is your subjective view. When one of my skills has so broken a scalar that it renders a third of my remaining kit redundant (unable to generate any additional rDPS), that makes the gameplay less fun to me. I like being engaged. However, to me, that requires not being overpowered.
    Well, I have stated a couple times now I'd be in favor of removing invulns, mainly because the tank kits are so strong now otherwise. Maybe the built in self-healing on PLD isn't an interesting mechanic, but BW is (if not interesting, at least interactive). I'd rather have it over 1 button that gets pressed once, twice, or never in an encounter.

    I did start working on a "compromise" idea for BW. But idk about it. Maybe I'll just post and see what people have to say.

    ...


    I've never really viewed it from the perspective of my kit being redundant, except perhaps in execution. I literally do the same thing every dungeon, 1st pack BW > Damn > Rep > BW. 2nd pack BW >Ramp > Rep > BW. With thrill and eq if needed at some point. That's literally it. I don't care if something is redundant, I care that I will have these CDs in this order for every pull, if it overheals it overheals if it doesn't it doesn't. (maybe this is also partly why I don't see how healers are expecting something more enjoyable). The only real variation that ever occurs is if damage is low and pulls take too long to kill. Raid encounters aren't handled much differently, because it's all just a script in the end.
    (0)