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.
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.This goes hand in hand with the second point which is that they gave us all these abilities to begin with.
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...I'd rather be in a situation where they are all useful or required rather than delete them because SE failed in their implementation.
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.
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.It would be inherently and significantly less fun than it currently is. There's really nothing to argue about on that point.
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).



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