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  1. #1
    Player
    Vatom's Avatar
    Join Date
    May 2020
    Posts
    548
    Character
    Vatom Basilisk
    World
    Midgardsormr
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Derio View Post
    DRK is fine so long as the healer isnt really bad or messes up your invuln. If you got a early level version of TBN it would be perfect. I think healers honestly need better oGCD healing options earlier. Most of the time a DRK dies is because either A- lack of proper mitigation or B- Healer did not heal the tank. Some cases you can have both
    This is my question not a gotcha.

    Is drk power full or is healers overpowered? If drk's mit allow them to pull without a healer then it's drk. If the healer can keep a tank alive without mit, it's the healer. Now if you need both and drk still dies even if it's not all the time but still happens, I'd say it needs a bit of help. But let's be honest most other tanks are very overturned. Just some food for thought
    (1)

  2. #2
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    1,998
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Vatom View Post
    This is my question not a gotcha.

    Is drk power full or is healers overpowered? If drk's mit allow them to pull without a healer then it's drk. If the healer can keep a tank alive without mit, it's the healer. Now if you need both and drk still dies even if it's not all the time but still happens, I'd say it needs a bit of help. But let's be honest most other tanks are very overturned. Just some food for thought
    Both are overpowered.

    You dont need a tank and healer you just need one, you can clear any dungeon without a Tank, you can clear any dungeon without a Healer.
    (1)

  3. #3
    Player
    Vatom's Avatar
    Join Date
    May 2020
    Posts
    548
    Character
    Vatom Basilisk
    World
    Midgardsormr
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Rithy255 View Post
    Both are overpowered.

    You dont need a tank and healer you just need one, you can clear any dungeon without a Tank, you can clear any dungeon without a Healer.
    I would say that's a big problem and cb3 needs too look at the fundamentals before anything
    (1)

  4. #4
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,386
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Vatom View Post
    I would say that's a big problem and cb3 needs too look at the fundamentals before anything
    It's a fundamental issue that is bigger than the jobs and their abilities. In fact, comparing other MMORPGs, both the tank and the healer-kits aren't even strong in FFXIV. Healer kits are oGCD/CD overburdened while being underpowered and underdeveloped on the GCD-heal side (compare WoW having selections of heals like efficient-but-slow, big-but-costly, fast-but-costly, that stuff). Tanks have maybe a bit needlessly many CDs instead of fewer stronger ones on shorter CDs, but that's mostly a wash.

    The underlying issue is an utter unwillingness to deal any real amount of damage to either tanks or the group. And that's a problem. It means tanks can survive pulled large groups of mobs, while healers can spend all their time GCD-nuking, healing what damage there is mostly with oGCDs.

    The solution would be a combination of significantly raising HP pools (but not defenses), importantly not adjusting healing/regeneration/shields (so you take long to die even against high incoming damage, but you cannot trivially be re-healed either, it takes real time and mana to do that), then:

    * Increase all melee damage output massively (remember even non-tanks have high health pools now!).
    * Make many melee attacks cleaving, some even 360° (extra damage on melee DPS that has to be healed).
    * Make autoattacks able to crit, and make crit-resistance a type of damage reduction (allows further tank differentiation, one tank could be mostly or passively crit-immune in return for weaker CDs or less passive damage reduction).
    * Bigger individual trash mobs and bosses constantly have some way of dealing low~medium damage to non-tank party members. Say on every autoattack they shoot two bolts at random people for 25%-30% of their HP pool, or they cause unchoreographed line and circle AoEs to erupt in the area hitting for 15%-20% on everyone hit, or they just have a ticking AoE DoT that cannot be disabled that still deals non-trivial damage every few seconds.

    This together with changing healer and tank kits would allow a setup where healers spend most of their GCDs on healing, not damage, while also being able (heals cost a lot!) deplete their mana pools, so tank damage resistance against "normal" damage matters a lot suddenly. Meanwhile tanks cannot hold their defensive kit just for the 1-2 special abilities, they need to constantly reduce how much healing they require (or re-heal themselves, crucial all of a sudden!), and DPS need to actually utilitze their defensive and self-healing abilities (which probably need some buff then, too).

    The thing is... that's too much. That would basically mean scrapping the combat system entirely, including all enemy actions, and re-doing it from the start. And that for 100 levels of existing content. No way are they going to do that.
    (2)