Personally i enjoy mechanic heavy fights. Standing there popping C/d's while trying to min/max dps only keeps me interested for so long.
Personally i enjoy mechanic heavy fights. Standing there popping C/d's while trying to min/max dps only keeps me interested for so long.
I want well designed fights like Second Coil that are actually fun to progress. I don't care if they are as difficult as the (Savage) version or as easy as the original, or if there are 2 separate versions.
I am tired of Alexander's uninspired mechanics and being punished for infrastructure problems SE has not fixed, like the internal server tick. Also, the absolute atrocity that is the design of A4S makes me hate tanking it, but also happy that I'm not healing, and also happy I'm not left hitting a Striking Dummy for hours upon hours of progression.
Can we get fights that I actually look forward to progressing again?
I personally want it done the way they do it in the mobile game Summoners War that a friend got me into for a bit, most tanks damage scale off of HP and then attack and would often have attacks that deal damage in proportion to how much theyre missing. I realize this could get overpowered but i would absolutely love having a full VIT tank be as competitive as a full str one especially since DRKs DA SE combo can heal so much and it really helps the healers out. With that in mind theyd have to change living dead, having to stop and heal all 20+k hp just to save your ass is pretty hard and the 5 minute cooldown is unjustified in my opinion
I can see that as a future GCD ability for WARs that will consume 5 stacks of Wrath(hopefully). Though this ability has been in FF games: Minus Strike deals damage depending on how much HP missing. Another would be Limit Glove where it deals 9999 damage if the caster's(Quina since it's a Blue Magic spell) HP is 1.I personally want it done the way they do it in the mobile game Summoners War that a friend got me into for a bit, most tanks damage scale off of HP and then attack and would often have attacks that deal damage in proportion to how much theyre missing. I realize this could get overpowered but i would absolutely love having a full VIT tank be as competitive as a full str one especially since DRKs DA SE combo can heal so much and it really helps the healers out. With that in mind theyd have to change living dead, having to stop and heal all 20+k hp just to save your ass is pretty hard and the 5 minute cooldown is unjustified in my opinion
Here's my checklist:
Tank Busters
*More frequent
*Higher Initial damage
*Higher follow up damage
*Debuffs applied
*More shared Busters
I'd like to see tank busters start incorporating elements from T5/T9/T12/T13 all at once.
Movement
*More positioning/repositioning
*More movement in unison with other tank
I thought T11 was pretty smart with tank movements, more like that would be welcome to me.
I'd also like to see more environmental interactivity. Going up/down within a map, specific parts of the map interacting with the player/boss somehow, changing the map itself etc. A battlefield like T1 with more verticality to it and interactive objects like T8 would be a good start imo.
More fights like A3S really, just harder hitting on the tank via autos. Mechanics, tank swaps, movement and positioning, high physical and magic damage periods, and best of all very few "use great CDs here or you are dead" Flatten/Death Sentence type moves.
Not a fan of huge tank busters in general, which is strange because they're the only threat in FFXIV beyond cleaves. I'm kind of glad they steered away from constant Flatten type moves in Savage since it's more boring than having freedom to move CDs around here and there. I understand the point of them and usually I'm making timelines myself if a big tank buster is killing us but I wish the formula shifted more towards regular damage.
I haven't seen A4S yet, but I'd like to see more frequent tank busters and maybe some more midrange damage in spots.
Every time I see "more damage" or "more tank busters" in this thread I scoff because really all that means is more healing responsibility - more MP management - and more "paper" tank situations.
True but I think when you're fighting the raid tier's final boss and a Regen + Embrace is beating out the boss's auto attacks on a tank without tank stance, and both healers are DPSing 80% of the fight, something's gotta change ...
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