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  1. #31
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,641
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Heavenchild View Post
    I see. There seems to be no real interest in solutions other than 'make tanks weaker'. In this case: I hope the devs are more creative or do nothing about it. :c
    The problem is tanks are too strong

    Why isn’t the solution make tanks weaker?

    Didn’t we just have 2 whole patches of the forums howling that “buffing everything around PCT doesn’t work”. Does the same not apply here

    Or are we going to start making new system changes like “force tank wipe” just to avoid hurting tank feelings
    (18)
    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

  2. #32
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,306
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Heavenchild View Post
    I see. There seems to be no real interest in solutions other than 'make tanks weaker'. In this case: I hope the devs are more creative or do nothing about it. :c
    Tanks are one of the main sources of the problem, and it's not so much making them weaker as it is making them not be Healers.
    (7)

  3. #33
    Player
    YukioKobayashi's Avatar
    Join Date
    Mar 2019
    Posts
    175
    Character
    Ike Xander
    World
    Lich
    Main Class
    Paladin Lv 100
    Everything went downhill the moment the Bloodwhetting Nation arrived.
    The 25s CDs are too strong, at least when it comes to sustain. I have no idea why 3 out of the 4 tanks have something on a 30ish secound cd that heals for more than a Tetra/ED. It needs to be changed.
    Replacing the Bloodwhetting effect to something like "The next healing action or spell received will critical strike for 200% of its potency. Effect doesnt apply on Equilibrium, Aldoquium and Eukrasian Diagnosis"
    and Holy Sheltrons Knight's Benediction effect to "Increases HP recovery via healing actions and spells on self by 30% furthermore increased by an additional 3% for every 10% missing HP. Effect doesnt apply on Clemency, Aldoquium and Eukrasian Diagnosis." would go a long way and would make healers mandatory in every level of play.
    Dont get me wrong. I dont mind tanks having some selfsustain like Souleater, Storm's Path, Brutal Shell and the healing effect on Holy Spirit. Having something to help out with autoattacks is totally fine, Having a CD on a 25s cooldown that heals for at least 40% of the MaxHP while also providing a 30% damage reduction is not.
    (0)

  4. #34
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,306
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    The main changes I would do to bloodwhetting really is remove the 10% damage reduction, remove the 400 potency shield, and tie it to Weaponskill usage instead of hitting enemies so it only heals once per attack even when AoEing. And maybe raise the CD from 25s.
    And remove Nascent Flash entirely.

    WAR is kind of in an awkward spot, as their thing has been their ability to heal themself and their "mitigation" was their tank stance giving them 25% more HP and heals being 20% stronger, which incidentally also made healer shields stronger as they're based on the amount healed... And it lasted until Shadowbringers where all the tanks started becoming the same.
    (0)

  5. #35
    Player
    YukioKobayashi's Avatar
    Join Date
    Mar 2019
    Posts
    175
    Character
    Ike Xander
    World
    Lich
    Main Class
    Paladin Lv 100
    Quote Originally Posted by CaptainLagbeard View Post
    The main changes I would do to bloodwhetting really is remove the 10% damage reduction, remove the 400 potency shield, and tie it to Weaponskill usage instead of hitting enemies so it only heals once per attack even when AoEing. And maybe raise the CD from 25s.
    And remove Nascent Flash entirely.

    WAR is kind of in an awkward spot, as their thing has been their ability to heal themself and their "mitigation" was their tank stance giving them 25% more HP and heals being 20% stronger, which incidentally also made healer shields stronger as they're based on the amount healed... And it lasted until Shadowbringers where all the tanks started becoming the same.
    The 400 potency shield is really the smallest evil. Its only around 15k and it cant even crit. Thats half an autoattack at lvl 100.
    I do agree with Nascent Flash. When they gave us Intervention back in SB it was a nice tool only PLD had but now every Tank has it.... just wait .. all Tanks are getting Passage of Arms in 8.0 . Look forward to it.
    (1)

  6. #36
    Player
    Mirikh's Avatar
    Join Date
    Sep 2019
    Posts
    45
    Character
    Mirikh Almirikh
    World
    Adamantoise
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Heavenchild View Post
    I see. There seems to be no real interest in solutions other than 'make tanks weaker'. In this case: I hope the devs are more creative or do nothing about it. :c
    I liked your 5 min wipe solution. Elegant and simple.
    (3)

  7. #37
    Player
    Nero-Voidstails's Avatar
    Join Date
    Nov 2023
    Posts
    903
    Character
    Nero Tsukimi
    World
    Zalera
    Main Class
    Gunbreaker Lv 100
    the problem is all tanks that isn't warrior have been upgraded to be able to rival with warrior in question of healing. Making healer less needed and if everyone die they just can go on take 30 minutes to do a fight killing others people experience in the way.The best solution would be to reduce tanks heals,remove all heals from tanks or upgrade bosses damage. But then you will have all main tanks that will cry that they don't wanna have they're life in a healer they do not know if they are good are not.


    Sadly I don't see it happening due to the devs doing nothing for healers really since Endwalker where warrior killed the balance and then made all tanks better at healing making the job balance even worst and in dawntrail they even upgraded DPS healing not helping the balance even less.



    So I just wish they would fix the job balance in 8.0 otherwise I think healers will be rare
    (2)

  8. #38
    Player
    Jim5K's Avatar
    Join Date
    Mar 2025
    Posts
    7
    Character
    Lime San
    World
    Jenova
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by CaptainLagbeard View Post
    The main changes I would do to bloodwhetting really is remove the 10% damage reduction, remove the 400 potency shield, and tie it to Weaponskill usage instead of hitting enemies so it only heals once per attack even when AoEing. And maybe raise the CD from 25s.
    And remove Nascent Flash entirely.

    WAR is kind of in an awkward spot, as their thing has been their ability to heal themself and their "mitigation" was their tank stance giving them 25% more HP and heals being 20% stronger, which incidentally also made healer shields stronger as they're based on the amount healed... And it lasted until Shadowbringers where all the tanks started becoming the same.
    By doing that WAR will become unviable for any content that is above Extreme, by gutting Bloodwhetting and making it no longer a mitigation by removing the damage reduction and shield will leave WAR - the job whose defensive kit already the worst of all the tanks with only 3 mitigations down to 2 completely useless. Removing Nascent Flash is also a horrible idea for it removes the only skill celling WAR has in higher contents which is covering for their co-tank or saving a party member, which every other tank has in their own variation. The idea of WAR's tank stance should be its mitigation is so outdated to the point it is funny, all of that extra health and shield would contribute nothing to save a WAR from tank busters which can deal hundreds of thousands damage in current Savages and Ultimates. A job should be viable in all forms of contents, not only viable in Dungeons.
    (2)

  9. #39
    Player
    Asari5's Avatar
    Join Date
    Aug 2020
    Posts
    1,297
    Character
    Na'mira Yarhu
    World
    Zodiark
    Main Class
    Dragoon Lv 100
    1. enhance warriors life points
    2. weaken its defense.
    therefore it will take more heals to heal warrior.

    3. design it even more around selfhealing. especially hots and also give it bloodbath

    problem solved
    (0)
    without fun jobs none of the content is fun

  10. #40
    Player
    Aviatorhead's Avatar
    Join Date
    Jul 2024
    Posts
    65
    Character
    Honey Slaughter
    World
    Excalibur
    Main Class
    Culinarian Lv 90
    Quote Originally Posted by Heavenchild View Post
    I see. There seems to be no real interest in solutions other than 'make tanks weaker'. In this case: I hope the devs are more creative or do nothing about it. :c
    Well when the problem is literally 'tanks are too strong, to the point where they are soloing stuff that should not be soloed', then trying to be 'creative' is just trying to avoid doing what needs to be done. The game does not need a class who's job is so solo the boss when everyone dies, or be so self sufficient as to make healers pointless.
    (8)

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