Results 1 to 10 of 279

Hybrid View

  1. #1
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 91
    To me the main issues that make tanks no longer feel like as defined as a role is that power-creep was allowed to get out of hand, arguably because of a specific job which I think we can all easily identify, and that just set the tone for most of the other tanks to then not be allowed to fall too far behind. Rinse repeat that cycle over a decade and well, you see what happens. So ultimately we ended up with tanks being way too self-sufficient and too powerful defensively.
    Couple that with player complaints over the years of jobs and/or content being too hard based on one-off bad experiences or players, leading to jobs and encounters being drastically simplified and you end up with jobs that basically play themselves.

    Also, I feel there was a vast underestimation of the power of self-healing as a defensive tool where things like shields and % mitigation can reduce or at best nullify incoming damage but self-healing can potentially go beyond that and undo/recover damage that was done previously when the healing crosses that threshold of outpacing the rate of incoming damage. This makes it far more difficult to balance against other forms of defenses.

    Healers then got screwed because with tanks being so powerful defensively, the whole point of the role basically got nullified. If your primary responsibility is to heal a specific player but that player can just keep their health up mostly by themselves, then what are you even there for?

    First and foremost, to improve both tank and healer game-play, tanks need their defensive capabilities, mostly in the self-healing category, reduced.

    Then for tanks, there needs to be more tank specific mechanics in fights asides from the occasional buster. More hard-hitting boss abilities targeting other players that the tank has to either pick-up or have to use their defensives they can target others with. More phases with adds or multiple bosses on the field at once. More forced tank swaps. More fights where boss positioning and/or location in the arena matters. You could have entire mechanics about the boss needing to be moved to changing parts of the arena such as something appearing in the arena that needs to be destroyed or it will explode and do a ton of damage but you can lead the boss over to and have it cast an AoE on you that if it hits the object it breaks it or does a bunch of damage to it to make breaking it way easier. Anyways, I could go on and on, but I think the point has been made.

    As for healers, the part I mentioned for tanks about spreading the damage to other party members more that the tank has to help mitigate so that the party member will survive would also help the healer have more to do.
    (7)
    Last edited by TouchandFeel; 09-06-2024 at 10:38 PM.

  2. #2
    Player
    Terhix's Avatar
    Join Date
    Dec 2021
    Posts
    124
    Character
    Thane Ryder
    World
    Ragnarok
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by TouchandFeel View Post
    Also, I feel there was a vast underestimation of the power of self-healing as a defensive tool where things like shields and % mitigation can reduce or at best nullify incoming damage but self-healing can potentially go beyond that and undo/recover damage that was done previously when the healing crosses that threshold of outpacing the rate of incoming damage. This makes it far more difficult to balance against other forms of defenses.
    I think this is still true given the design of 40% mits: WAR got a total of 1500 potency hot, DRK got a 1200 potency excog, PLD got a 1000 potency shield. Roughly translates to shields being valued (or taxed, if you will) more than direct heals, which are valued more than heals over time. For tank busters this is generally true as shield can prevent you from dying where a heal will not if you were to drop to 0 without it in both scenarios, but for general attrition (be it autos in raids or damage from trash in dungeons) the overall potency is king.

    Quote Originally Posted by TouchandFeel View Post
    Then for tanks, there needs to be more tank specific mechanics in fights asides from the occasional buster. More hard-hitting boss abilities targeting other players that the tank has to either pick-up or have to use their defensives they can other target others with. More phases with adds or multiple bosses on the field at once. More forced tank swaps. More fights where boss positioning and/or location in the arena matters. You could have entire mechanics about the boss needing to be moved to changing parts of the arena such as something appearing in the arena that needs to be destroyed or it will explode and do a ton of damage but you can lead the boss over to and have it cast an AoE on you that if it hits the object it breaks it or does a bunch of damage to it to make breaking it way easier. Anyways, I could go on and on, but I think the point has been made.
    I really like the beam stack-markers that also have the tanks-in-front-or-people-might-die mechanic. If XIV stole the mechanic of autos applying a stacking debuff forcing a swap every now an then in savage, I reckon we'd also see much higher demand for general self-sustain balance across tanks, as right now it seems tanks are only balanced on two vectors: DPS and tank busters. There is also raid-wide mitigation, but given M3S exists I wouldn't say tanks are currently balanced in that aspect at all.
    (2)

  3. #3
    Player
    AnjouMaaka's Avatar
    Join Date
    Jan 2023
    Posts
    194
    Character
    Anjou Maaka
    World
    Cuchulainn
    Main Class
    Dark Knight Lv 100
    Nah, Bloodwhetting is a result of healers not healing in dungeons, and Raw Intuition should become a tank role ability. Sorry not sorry. If you want it to be nerfed, tough luck. Healers prove day in and day out why Bloodwhetting never gets nerfed by having nothing better to do than grief dark knights all day in the duty finder.
    (1)

  4. #4
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,701
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by AnjouMaaka View Post
    Nah, Bloodwhetting is a result of healers not healing in dungeons, and Raw Intuition should become a tank role ability. Sorry not sorry. If you want it to be nerfed, tough luck. Healers prove day in and day out why Bloodwhetting never gets nerfed by having nothing better to do than grief dark knights all day in the duty finder.
    “Makes a skill that it so healers never need to heal”

    “Why don’t healers heal”

    Uh profit I guess
    (14)
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  5. #5
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,341
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by AnjouMaaka View Post
    Nah, Bloodwhetting is a result of healers not healing in dungeons, and Raw Intuition should become a tank role ability. Sorry not sorry. If you want it to be nerfed, tough luck. Healers prove day in and day out why Bloodwhetting never gets nerfed by having nothing better to do than grief dark knights all day in the duty finder.
    "Bloodwhetting is a result of healers not healing in dungeons" <-- I wish the forums would require you to read the stuff you type before you are allowed to hit post...
    (3)

  6. #6
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    472
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80
    Few years ago we complain about benediction now we got Bloodwhetting
    (1)