My issue with that is that the trinity system works fine with self healing, tanks are a issue because they've absurdly OP and not self healing (on its own), you could even balance heal self healing numbers and keep healers useful though I've made my point on that very clear I think for the game to be successful it should consider both class fantasy and healer gameplay Many games have balanced self healing and target healing functions on nonhealer roles to begin with.
Though I'd honestly be happy if we moved away from our current trinity system, I much prefer a more open ended and loose system that doesn't force jobs like white mage or scholar to be healer only, I much rather SE expand on what the "trinity system is"
You talk about Tanks being OP enough to replace healer, let me tell you do you think dungeons can't be done in a 3 dps 1 healer comp? even for speed clears, you could quite obviously run 1 healer, 1 dancer (to help maintain aggro on a dps), 2 dps because of how little damage output matters in the current dungeons, I mean you want to talk about jobs being irrelevant Ultimates have also been cleared without tanks recently, so we can't actually just blame one aspect of tanks being the root of why healers feel useless. It personally frustrates me, because we have to pretend like removing self healing from tanks to shb levels (or worse) is the only option and is the root of the trinity system problems, when theirs much larger things at play then just self healing if you fixed many of them self healing would become less of a problem. I at the end of the day want Healers to be fun
Frankly we shouldn't be looking at making tanks or healers like Shadowbringers, Stormblood, Heavensward or ARR we should be looking on how to rebalance them entirely including future encounters (which will get push back again, because people want to defend old content that's become a joke). I'll make it clear I do not justify current tank kits, they are ridiculous theirs no reasonable world where warrior would need any sort of healing in AOE situations, my point is very simple we do not need to go full on reversion on sustain, it would help but theirs way more other things you can do without removing identity from jobs like paladin and removing any sort of nuance with tank kits as your removing 1/3 of the ways to "tank damage" by removing sustain.
I don't know what else I can say frankly, because it feels like I want similar for the game with no overpowered tanks, but the issue people have is that sustain has become a big scary thing because of bloodwhetting so people would rather avoid trying to fix and balance it rather we must go back to shadowbringers! or insert X expansion, When I think tanks and healers can be so much more then what we have now and had in the past. Though all this wouldn't be a issue if ff14 wasn't so strict with job design and categories, all I can hope if they make another MMO is it's a much more loose system, maybe the problem is the game isn't intended for me, I know it certainly wouldn't be if I couldn't feel like a "paladin"



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