Ok am I like, playing a different game to everyone else or something? Tank adjustments for role parity wouldn’t actually affect their literal gameplay itself, would it? Like, at all? It’s literally just a case of numerical values.



Ok am I like, playing a different game to everyone else or something? Tank adjustments for role parity wouldn’t actually affect their literal gameplay itself, would it? Like, at all? It’s literally just a case of numerical values.




That’s a fair point, if they completely removed the regen from holy Shelton (as an example) or removed tank mastery it wouldn’t really affect how you play a tank (you will still press holy Shelton for a buster) but it will alter the role warping capability of the secondary effects stapled to these actions (or in the case of tank mastery affect the warping nature of the fact that an attack has to pierce spreadlo and kill a DPS twice over to do more than half a tanks HP)
If certain abilities were cut out specifically so it wouldn’t change how the class plays on a second to second basis would people still oppose that? Because that position is a lot harder to defend
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


The tank and healer roles revolve around numerical values. Of course it would affect their gameplay.
Removing PLD's regen would not affect the way that you play a tank as much as it would affect the way that you play a healer.That’s a fair point, if they completely removed the regen from holy Shelton (as an example) or removed tank mastery it wouldn’t really affect how you play a tank (you will still press holy Shelton for a buster) but it will alter the role warping capability of the secondary effects stapled to these actions (or in the case of tank mastery affect the warping nature of the fact that an attack has to pierce spreadlo and kill a DPS twice over to do more than half a tanks HP)
If certain abilities were cut out specifically so it wouldn’t change how the class plays on a second to second basis would people still oppose that? Because that position is a lot harder to defend
Removing the tank mastery trait, so you actually have to use mitigation outside of high-end content, and reducing the effectiveness of tank mitigation across the board so you have to plan your cooldown usages would directly affect the way that you play a tank.
We have clearly identifiable markers for tankbusters. If someone can't press a single mitigation button during the 5 second warning, they should be dead. Even in casual content.
Last edited by BigCheez; 07-17-2025 at 11:48 PM.
Every adjustment could potentially affect it in some way... in the right context. But... given the power levels XIV tanks are at now and the staleness of content design... it'd take tremendous changes for it to noticeably affect gameplay beyond just making skill expression less of a joke as it specifically pertains to tank survival.
The larger the swing between burst and passive defense, for instance, the more a party has to coordinate around a tank. For instance, if trash could shred you outside of 30+% active mitigation (because passive mit was so reduced), you could still pull really big, sure... but you'd have to kill shit before the tank and healer ran out of cooldowns.
(I.e., we'd be "back" to the Bartam first full pull scenario where the healer declining to DPS during the tank's full mitigation could inadvertently murder the tank later from the mobs staying alive long enough to outlast all sustain CDs and overwhelm the healer's Adlo spam, oom or no oom.)
Similarly, the less the passive mitigation, the less innate reward you get from just holding threat (or, in XIV, from existing with tank stance toggled on), instead making that depend on the active mitigation you have on offer relative to what someone else could bring in that moment and over time (including, sometimes, by kiting).
(Heck, against really bursty/chaotic damage, when everyone's squishier, it may be better to cycle in DPS to take threat against an enemy of unpredictable but individually non-lethal burst damage simply because you could make greater use of HoTs, prevent the tank from being near-globaled if/when multiple mobs hit together between mitigation. You therefore end up with Enmity as more meaningful gameplay specifically because tanks are less powerful. Take that far enough and you may end up with weird strats where your Rangers kite a slow mob while the melee and tank harass the casters, with the tank splitting the faster melee enemies just far enough before their self-centered-AoE specials to keep that off melee even while melee can easily Guren/Fury/Awaken/Blitz cleave, double-DoT, etc.)
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