Quote Originally Posted by UkcsAlias View Post
Or you play tank and can just collect vuln stacks without consequences. I can understand this logic in content where parties are neatly formed, but in OC its just random people bunched together. Its almost guaranteed some people will get hit, and repeatedly. Which with a normal team format isnt a problem, but you arent guaranteed to have a healer in your party. It falls under the same reason why extremes do not have the regular job restrictions on limit break generation, you cant guarantee the party format to be optimal.

But it just doesnt seem balanced if tanks can just take many vuln stacks, while a dps has to struggle for the remainder of the fight. This is a big flaw for something that is ment as casual content. They made healers already obsolete for rezzes, yet they havent figured out how to get tanks to be weaker while avoiding this problem towards the dps.

But i do have a system that i think would work better, and also matches the tower a bit more in how it handles hits.
You get 2 vuln stack options:
- The first one is a passive counter. It just counts the number of times you got hit. The first 2 hits dont realy do anything on this one. The 3rd one however triggers the next icon from showing up. The 4th and onward do have a 60s cooldown to reduce it again.
- The 2nd one makes any dodgeable mechanic that you get hit by insta kill. This stack lasts for x seconds from the last hit taken. The duration is decided by the total number of stacks you took as damage (lets say 5 seconds for each stack on the first counter - which means starting at 15s)

These are equaly lethal for a dps as they are for a tank. These can either be made so they reset after a rez, or be kept always there. Since its casual content i would prefer it to reset.
I like how you go into a multi paragraph rant on tanks after you find the slimmest possible connection to bring tanks into it. Saying tanks can tank more damage is a balance issue was hilarious though. Legit going to show people your post.

But, had you actually read my post instead of looking for a thread to pull that says "I talk tank now, go me," DPS survivability isn't an issue by way of phantom jobs or not getting hit. Not confident in avoiding the bad? There's several phantom jobs that will cover this. It's why we can switch between them freely before an encounter. More confident with a fate? Put on Sam, cannon and go to town. Partially confident? Monk had damage and survivability just for you.

It's not a content issue. It's a player issue.