They can't design nor balance the X DPS/healers we already have.
Why would i even want a Xth DPS/healer? It would contribute nothing.
I would too, but I'll never believe they will ever do it.
There's a few things wrong with that. DRK/GNBs aren't "better" at magical damage, they're just worse at overall damage resistance and self-reliance. GNB is alright as they still - for some nonsensical reason - have a superior Excogitation on a shorter CD with extra benefits but that's about all that is propping them up. DRKs is just sad now that TNB is no longer special or noteworthy in the face of Heart/Blood/Sheltron.
Then there's the damage output: While it is true that Gunbreakers do marginally more damage than the rest, the number difference is extremely small. And on #2 is Paladins. Overall and for all purposes, tanks do ~same damage, which makes little sense as they're not the same on the tanking side, even if you wanted to use that as the balancing stick - which is problematic in the first place IMO. It'd be okay if one tank trades a bit of resistance for a significant amount of extra damage, as their unique identity. Say if DRKs had to live with TNB instead of a proper short CD, and in return did 15% more damage (so 5%-7% from a DPS perspective), that's okay-ish. Weird niche, but still alright. But the other tanks need some different unique identity then, one not defined by damage.
(edit)
And sure, in theory it could be done that way.
Say of the four tanks:
* One is better at self-healing
* One is better at resisting physical damage
* One is better at resisting magical damage
* One deals more damage
That's a shakey balance in the context of FFXIV's combat design, but sure, workable. But that's also absolutely not how it's done right now, except the self-healing part on Warriors.
Last edited by Carighan; 08-28-2024 at 06:57 PM.
Just to start, there are more jobs with spells that scale on a stat other than INT than ones that do; 4/5 Casters compared to 4 healers (Mind), 2 tanks (Strength) and 1 DPS (Dexterity). So using caster gear just because Intelligence isn't necessary.Why? I mean sharing gear maybe, but come on, we have 4547656734523 different melee DPS gear sets, there's space for 2 tank sets. Or well, just let them share caster gear? It's not like they couldn't just have a mechanic that derives their defense from some other stat, the same way we'd need spells to scale with STR in your version. :P
As for making several tank sets, I would prefer they didn't. Having 3 melee sets is already a pain so spreading that to tanks as well just for thematic purposes. There is also the fact you would need a complete set of left side and right side just for that one tank. Maiming and Striking share share accessories as do Scouting and Aiming. The reason you couldn't have tanks share with any DPS is the simple reason of substats. Tanks do not get Direct Hit naturally and DPS do not get any benefit from Tenacity, so there is conflict there.
Really, too many issues when you can take the easy route and just use current tank gear.
Green mage would be cool but considering how badly designed current tanks are CBU3 should work on that before ever considering a new tank and healer too.
Gravity.. magic tank
Similar esthetic to astrologian
Melee magic tank
The tanks all do the same dps, and Drk/Gnb are not ''better'' at mitigating magic damage. Paladin has passage, which alone is better than DM/HoL in most of it's usecases. And Shake it off is the best party mit of all the tanks.
Dark knight taking 10% less damage from a magical tank buster (thanks to diminishing returns) is effectively meaningless when it's the only tank who can't heal itself back up.
Yet there is a massive discrepancy in their sustain and ability to mitigate. Drk is the weakest tank defensively against physical damage and has almost no sustain at all.
Dark knight still has it's job defining weaknesses after they took away all of it's job defining traits and gave it to the other tanks repeatedly.
Don't even get me started on synched content, such as ultimates. Where Dark knight is just arbitrarily the worst across the board at everything a tank does by a wide margin.
They are specialized in magical damage, either tb or raid wide (p6 top or m4s for example) when pld/war are more versatile and can mitigate either physical (m3s) or magical fights (m4s)
While TBN is maybe not as good as HoC or Shiltron, it is enough by far to clear every savages week1 or ultimates on patch, I dont think its that much of a downsideGNB is alright as they still - for some nonsensical reason - have a superior Excogitation on a shorter CD with extra benefits but that's about all that is propping them up. DRKs is just sad now that TNB is no longer special or noteworthy in the face of Heart/Blood/Sheltron.
drk > gnb > pld > warThen there's the damage output: While it is true that Gunbreakers do marginally more damage than the rest, the number difference is extremely small. And on #2 is Paladins. Overall and for all purposes, tanks do ~same damage, which makes little sense as they're not the same on the tanking side, even if you wanted to use that as the balancing stick - which is problematic in the first place IMO. It'd be okay if one tank trades a bit of resistance for a significant amount of extra damage, as their unique identity. Say if DRKs had to live with TNB instead of a proper short CD, and in return did 15% more damage (so 5%-7% from a DPS perspective), that's okay-ish. Weird niche, but still alright. But the other tanks need some different unique identity then, one not defined by damage.
And yeah I agree that there is not much difference in dps, drk and gnb should be around 400 to 600 dps above pld/war
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