I definitely agree with most things you're saying at least I want both tanks and healers to take a broader approach to both supporting each other and the party, rather then stuff like one tank soloing the responsibility of the party, funnily enough I enjoy being a team player in a team based game ^^
It's odd that warrior in particular gets some extra bonuses to their healing in general, nascent flash healing both you and ally and shake it off regen are the most odd to me, we could do without warrior regen (still keep the base heal, or remove base heal for regen), theirs certainly cases that point to tank sustain being a little bit too much.
I'd argue back a little bit that self sustain isn't as big as a issue as Mitigation levels, though both work together to create a state where tanks can keep themselves alive with no real help, I think broader changes like general adjusting tanks selfish survivability (which can be mitigative and sustain values on war) to a lower extent I feel is the way to go without obviously just removing all forms of sustain which seems to be a common argument.
I also agree that SCH/SGE take up WHM/AST niche too much, I think the barrier/pure split wasn't the best idea and it's funny that they're giving the pure healers more shielding/mit abilities in DT while giving sage/sch more pure healing utility... almost to sort of try to fix things? I personally would want both healers and both tanks to fill a important part in the party, I also think theirs a point that white mage is entirely already outclassed by AST when shield healers are also.
I think it comes down to a encounter and job design issue, healers and tanks should be designed better, though I think encounter design is actually the main issue at least 70% of the issue we have with how current healers aren't really that needed.



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