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  1. #11
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    7,009
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Reginald_Cain View Post
    Only warrior feels truly invulnerable in dungeons. The other tanks are only finally catching up to a point where I've seen A LOT of healers complain dungeons aren't fun for them anymore. However the non warrior tanks can be punished for not spacing mits correctly dungeons. The problem is that healers dont get to do much when a tank plays well.

    I want tanks to feel sturdy and rewarding for miting correctly in dungeons and I want healers to have something to do. Tanks shouldn't get nerfed or made less fun to fix the healing issue imo. I think healers should heal more than players and have npcs to keep alive in dungeons. On top of that I'd like more dps buttons for them
    The discrepancy between a good tank and a bad tank is so ridiculous at this point that you simply cannot build future content design on the current tank sustain kits and then give healers more to do without absolutely overwhelming poor healers when they get a bad tank

    Like imagine if you went “okay let’s take PLD’s current sustain as the baseline, we expect the tank to do this must sustain and will build future healing design around this”, firstly let’s ignore that that doesn’t fix the current 5 expansions trivialised by tank design let’s just focus on now if you have a bad tank that doesn’t understand their buttons and other expectations on the healer it’s going to overwhelm a less competant healer because they he content is designed with expectation of competency of the tank in mind.

    It would be so much easier balance wise to lower the power of a tank who knows what their buttons do than it would be trying to build future design on the house of cards that is predicting a baseline expectation of the tank from the current massive discrepancy in output an individual tanks talent can output

    You also have to consider in order to give healers meaningful feeling to their gameplay then tanks have to give up somewhere. Like say you the healers need to heal an NPC that if they die the boss one shots the tank (sorta like old aery final boss), in this case the tank is still reliant on the healer so their excessive sustain allowing self determination is meaningless and may as well be cut, if the NPC dying doesn’t kill the tank then the healers role is still inherently meaningless and the engagement paper thin.

    A role with the name healer simply does not function if there isn’t a baseline necessity for a healer to actually heal to keep the party alive. That isn’t healers being selfish and demanding more, that’s simply in a game that has a trinity but also has content that is agnostic to the trinity healer is the role that will suffer the most, they have to have more extended to them to get an equitable experience
    (6)
    Last edited by Supersnow845; 12-13-2025 at 12:17 PM.