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  1. #10451
    Player
    CKNovel's Avatar
    Join Date
    Aug 2019
    Posts
    1,915
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Alice_Rivers View Post
    I think we're broadly in agreement. I too think it would be a waste to remove the party support elements of tank kits, there are times after all where the healer is preoccupied and someone's near death experience goes unnoticed, having a tank able to step in with cover/TBN/aurora/nascent flash (not healing the WAR as well because that's just stupid, SE) is good party design. Similarly having partywide mit OR shield OR heal (looking at you PLD/WAR) is also good party design and helpful to a healer without replacing them, I like good party interactions and if the tank wants to save me an oGCD or better a GCD then great, thank you.
    I would absolutely trade self sustain for better mitigation, shield/reduction instead of raw healing, that's a compromise I can happily accept.
    I doubt WAR will complain if you trade their healing for shields, especially in raiding where self healing becomes less valuable.
    The current content also doesn't do enough damage, if you check the FRU clear it survives the LB tank check with an LB2.

    Paladin is also a straight up superior healer thanks to Clemency & Divine Veil, especially when you have 4 of them.
    Removing Clemency or not, sacrificing the job identity for stopping the 4 paladin clear is a debate I leave to you, it's a healer GCD after all.
    (0)

  2. #10452
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    1,906
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by CKNovel View Post
    I would absolutely trade self sustain for better mitigation, shield/reduction instead of raw healing, that's a compromise I can happily accept.
    I doubt WAR will complain if you trade their healing for shields, especially in raiding where self healing becomes less valuable.
    The current content also doesn't do enough damage, if you check the FRU clear it survives the LB tank check with an LB2.

    Paladin is also a straight up superior healer thanks to Clemency & Divine Veil, especially when you have 4 of them.
    Removing Clemency or not, sacrificing the job identity for stopping the 4 paladin clear is a debate I leave to you, it's a healer GCD after all.
    If 4 divine veils and clemency (which is cure 2 that you can't spam as much but heals you 50%) can replace the entire healer role, it's a issue with how fights are designed and not the roles itself.

    Clemency also funnily enough wouldn't be a issue if tanks and healers had similar damage outputs because having 4 paladins spamming it 40+ times should make hard fights pretty much impossible to clear.
    (1)

  3. #10453
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    533
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    Clemency is an interesting point, as you rightly point out it is both a healer GCD matter and an archetypal PLD ability across most of fiction. I'd suggest that there is room for both with several possible compromises; it could be weaker and/or have a longer cooldown and/or be weighed against new/higher MP costs for other PLD abilities. Personally I favour extending the cooldown a bit so that it's not spam-able anymore, maybe 20s? I don't know, let it be a valuable party tool to cover for a mistake by a party member without being too much.
    (0)

  4. #10454
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Alice_Rivers View Post
    Clemency is an interesting point, as you rightly point out it is both a healer GCD matter and an archetypal PLD ability across most of fiction. I'd suggest that there is room for both with several possible compromises; it could be weaker and/or have a longer cooldown and/or be weighed against new/higher MP costs for other PLD abilities. Personally I favour extending the cooldown a bit so that it's not spam-able anymore, maybe 20s? I don't know, let it be a valuable party tool to cover for a mistake by a party member without being too much.
    The flexibility of the cast seems pretty essential to its flavor, tbh, though I don't see why it'd need quite so low a cost as it does now when PLD regens 3200 MP per full combo's time (apart from during Req GCDs).

    I'd rather just have more to heal and, perhaps more importantly, both greater healer damage possible and/or more of an offensive cost to tank sustain, such that a healer-less pair or mass of tanks is just not nearly so able to go ham, adding further rDPS cost to fully opting out of an entire role.

    Food for thought, though: What could the dynamics of a tank-less comp even look like? Would there even be any way to salvage that into something fun? Dropping a healer, of all roles, does make sense, as it's essentially removing one's safety margin (albeit less so with PLD-stacking). But you'd have to have far less passive tank mit (and scale TBs around that) and greater power in healer mit and DPS personals, etc., for it to offer enough control between rezzes to not just feel like a cluster****, I'd imagine.

    Full transparency: I like being able to shuffle around role allocations. I feel like it helps keep the inter-role economy of outputs more in check in ways that tend, however incidentally, to maintain job distinction over mere role-fixtures/-templates. That said, I'd hate if a role or job were consistently dispensable -- say, if RDM could only ever be a Rez Mage or a healer a wet wipe, or for one's tasks to seemingly boil down to just voking once and then being a DPS with extra buttons to hit when cued by giant red construction warning VFX.
    (0)
    Last edited by Shurrikhan; 02-14-2025 at 03:01 AM.

  5. #10455
    Player
    Iedarus's Avatar
    Join Date
    Aug 2021
    Posts
    365
    Character
    Iedarus Meridus
    World
    Midgardsormr
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Alice_Rivers View Post
    I do remember reading of a "healer only" clear of something or other and tanks saying to the effect of "See? There's no issue here."
    Actually for real. I always wanted to ask Avycatte what her clear time was on her x4 healer runs, cause I guarantee the 3 dps 1 tank comp clears WAY faster than 4 healer comp.

    Edit: Ugh, typo.
    (0)
    Last edited by Iedarus; 02-14-2025 at 04:19 AM.
    Quote Originally Posted by Iedarus View Post
    Was this what Yoshi P wanted for people like me? Did he assume we were too foolish to take any semblance of complexity? How could such an allegedly open developer act so dismissive towards his own players? The flavor of the jobs I loved so much throughout the franchise were mere husks of themselves. What was once a magical world peeled away to reveal a sterile room of four walls. No imagination, no challenge, only accessibility for the sake of it. I didn't feel welcomed, I felt betrayed.
    I'll give healer a try up until level 100. If I do not like it, I'm off the role, entirely.

  6. #10456
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    1,906
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Iedarus View Post
    Actually for real. I always wanted to ask Avycatte what her clear time was on her no healer runs, cause I guarantee the 3 dps 1 tank comp clears WAY faster than 4 healer comp.
    a clear time on 3 dps and 1 healer would be pretty close to a 1 tank and 3 dps.

    4 tanks would be slower then standard 1/1/2 dungeon comps.
    (1)

  7. #10457
    Player
    MisterNublet's Avatar
    Join Date
    Oct 2020
    Location
    Gridania
    Posts
    429
    Character
    Autechre Voidmoon
    World
    Midgardsormr
    Main Class
    Sage Lv 90
    Quote Originally Posted by Rithy255 View Post
    a clear time on 3 dps and 1 healer would be pretty close to a 1 tank and 3 dps.

    4 tanks would be slower then standard 1/1/2 dungeon comps.
    1 tank 3 dps clears much faster than 1 healer 3 dps. It isn't even close.

    Tank can handle larger packs of mobs. DPS cannot without being healed considerably, thus losing out on dps from the healer.
    (1)

  8. #10458
    Player
    Azurarok's Avatar
    Join Date
    Feb 2022
    Posts
    916
    Character
    Medim Azurarok
    World
    Siren
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Food for thought, though: What could the dynamics of a tank-less comp even look like? Would there even be any way to salvage that into something fun? Dropping a healer, of all roles, does make sense, as it's essentially removing one's safety margin (albeit less so with PLD-stacking). But you'd have to have far less passive tank mit (and scale TBs around that) and greater power in healer mit and DPS personals, etc., for it to offer enough control between rezzes to not just feel like a cluster****, I'd imagine.
    I think the biggest point that makes it difficult to cut out tanks is the lack of aggro management tools, followed by just being able to survive tankbusters with how much of a gap there is in defense/hp stats between tanks and the other roles these days, though maybe a team of SCHs can still manage that part.
    (1)

  9. #10459
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    1,906
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by MisterNublet View Post
    1 tank 3 dps clears much faster than 1 healer 3 dps. It isn't even close.

    Tank can handle larger packs of mobs. DPS cannot without being healed considerably, thus losing out on dps from the healer.
    This is just incorrect, I've ran dungeons with 3 dps and one healer and been able to pull both mob packs, while the healer still fits in a lot of dps, It's really not that difficult lol, tanks are not needed in dungeons for a quick run.
    (1)

  10. #10460
    Player
    MisterNublet's Avatar
    Join Date
    Oct 2020
    Location
    Gridania
    Posts
    429
    Character
    Autechre Voidmoon
    World
    Midgardsormr
    Main Class
    Sage Lv 90
    Quote Originally Posted by Rithy255 View Post
    This is just incorrect, I've ran dungeons with 3 dps and one healer and been able to pull both mob packs, while the healer still fits in a lot of dps, It's really not that difficult lol, tanks are not needed in dungeons for a quick run.
    You're not fooling anyone.

    1 Tank and 3 DPS is meta for speed running dungeons due to the tank's ability to hold enmity, number of mitigations, and broken self and group sustain (for dungeons). Not even mentioning the biggest thing for speed running: Tanks also do thousands of more DPS than the healer role.

    Alexandria Team Speed Runs

    Tender Valley Team Speed Runs

    The Strayborough Deadwalk Team Speed Runs

    Yuweyawata Field Station Team Speed Runs

    Crazy how in each list, the top 50 all have tanks. Not a single 1 Healer 3 DPS Team. Lots of 1 Tank 3 Dps teams though.
    (6)
    Last edited by MisterNublet; 02-14-2025 at 08:59 AM.

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