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  1. #1
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    472
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80
    Quote Originally Posted by PyurBlue View Post
    Repeating this is only proving that you're not interested in even understanding why people are upset. Healer ego, whatever that is, isn't part of the discussion. BW is poor design because it fights against how the game is intended to work.
    BW isn't the only thing that needs a rework but tanks in general should be less homogenized..
    40% MT for all tanks
    Why not 40% max hp for warrior instead? To enforce identity to the job..
    Tanks need a revamp kit to be less homogenized.. to the point where switching to other tank require analysis and learning the job.
    (2)

  2. #2
    Player
    PyurBlue's Avatar
    Join Date
    May 2015
    Posts
    745
    Character
    Saphir Amariyo
    World
    Brynhildr
    Main Class
    Thaumaturge Lv 40
    Quote Originally Posted by BabyYoda View Post
    BW isn't the only thing that needs a rework but tanks in general should be less homogenized..
    40% MT for all tanks
    Why not 40% max hp for warrior instead? To enforce identity to the job..
    Tanks need a revamp kit to be less homogenized.. to the point where switching to other tank require analysis and learning the job.
    BW is far from the only problem that tanks and healers have, I agree on that point completely. It's still very hard to ignore a skill that singlehandedly trivializes a role that is supposed to be integral to the game in some of the most commonly run content though. Homogenization needs to be tackled but balancing is going to be important when doing that so that otherwise gameplay will be hollow.

    On the topic of diversifying tanks, max HP increases would work well with reasonable amounts of self healing. If WAR took this as the core of its identity I think it would work well. It also has the potential for interesting synergy with healer skills. Increased HP means that there is more value from full heals like Benediction and heals that scale with percent like Essential Dignity get a large HP buffer to work with which could make maximizing their healing amount easier. Some intimidation effects might fit too. Think of WAR reducing incoming damage by dishing out damage and "terrifying" enemies with persistent attacks.
    (2)

  3. #3
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,882
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by BabyYoda View Post
    40% MT for all tanks
    Why not 40% max hp for warrior instead? To enforce identity to the job.
    Honestly? Because of scalability. 40% max and current HP is just a (slightly worse, as it can't provide immunity to debuffs it thereby ignores) 40% TBN. Such is better if incoming damage is less than 100% of the tank's normal max HP, worse if it's more. As such, it then becomes better for lower damage densities, worse for greater.

    Because casual content tends never to reach such densities, it can basically just be considered altogether and consistently better in said casual content. So then you have a tank or two who are perfectly competitive in the hardest content but then moderately to significantly advantaged in all else. You give anyone else anything to compensate, such as a use case for Clemency or Cover even in a normal composition, and now the difficult content is faintly imbalanced. Because the larger the difference in scaling factors, the less possible it is to balance sustain for both the most intensive and least intensive content. Or, again, for fights differing in bursty vs. sustained damage.

    It's not impossible to balance things despite that, but it requires either greater consistency in fight design and/or some definite ingenuity.

    Oddly enough, though, probably the best way to deal with disparity between analogs... is to not have any direct analogs, and allow for more frequent and granular layering of defensives, all of which tends to allow jobs to be more distinct. You just can't balance things so tightly while manning only small variations on ~6 otherwise identical levers.
    (0)