Yeah, this. More enrage timers please.I think the opposite should happen. They need to add DPS checks and hard enrages to more casual content, like the Alliance Raids, so that people are encouraged to perform well.
When Weeping City came out, during the first week, I solo'd Calofisteri down from 5% on WAR. It wasn't even hard; she hit like a wet noodle and her telegraphs were easily dealt with. Things like that shouldn't be possible. It's dumb.
They also need to stop giving more and more enmity reduction skills to every class.You want to incentivize tank stance more often? Make enmity matter, lessen cooldowns or outright take away immunities. Tanks frequently rotate into tank stance in Ultimate. Why? They don't always have CDs to mitigate the sheer amount of incoming damage. Until tanks need to be in tank stance or healers need to heal, damage will always be the superior option.
Every single caster and healer has access to two through cross role actions which is pretty absurd right there, and every physical class has access to at least one with most of them having a second one specific to their class.
This practically begs the tank to hyper focus on dps.
After all, why should the tank worry about enmity when everyone else can do that for him and without sacrificing anyone's damage?
This is completely backwards logic towards a role.
I know a lot of people who frequent these or any forums on the game are pretty hardcore players, but the majority of people sub'd to ffxiv are casual and / or just enjoy hanging out in a final fantasy world with others experiencing content.I think the opposite should happen. They need to add DPS checks and hard enrages to more casual content, like the Alliance Raids, so that people are encouraged to perform well.
When Weeping City came out, during the first week, I solo'd Calofisteri down from 5% on WAR. It wasn't even hard; she hit like a wet noodle and her telegraphs were easily dealt with. Things like that shouldn't be possible. It's dumb.
Yeah you shouldn't be undergeared or have no idea what you are doing but these hardcore dps checks belong in endgame hardcore type content and not in the regular game.
Uh... healers have one enmity dump: Lucid Dreaming. They don't have access to anything other than that.They also need to stop giving more and more enmity reduction skills to every class.
Every single caster and healer has access to two through cross role actions which is pretty absurd right there, and every physical class has access to at least one with most of them having a second one specific to their class.
This practically begs the tank to hyper focus on dps.
After all, why should the tank worry about enmity when everyone else can do that for him and without sacrificing anyone's damage?
This is completely backwards logic towards a role.
That being said, I disagree with this. I like that enmity is a party responsibility and not a burden placed solely on a tank.
I think 24-Mans should have an Enrage timer of sorts. As well as the 8-man normal modes. Once you've been in a 15-minute Construct 7 or a 13-minute Thundergod Cid or a 15-minute Guardian normal mode, you start to think they should have some sort of timer on them. Nothing super strict, but I don't think these fights should surpass 11~12 minutes. I get the impression that a lot of people don't care about damage at the upper levels because so many things don't stress doing decent amounts of it. And then these players go into EX or Savage, and complain when they are suddenly expected to beat an Enrage timer.I know a lot of people who frequent these or any forums on the game are pretty hardcore players, but the majority of people sub'd to ffxiv are casual and / or just enjoy hanging out in a final fantasy world with others experiencing content.
Yeah you shouldn't be undergeared or have no idea what you are doing but these hardcore dps checks belong in endgame hardcore type content and not in the regular game.
The first boss of Dun Scaith has a hard enrage, and I think that's quite neat.
Last edited by HyoMinPark; 04-10-2019 at 01:16 PM.
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My point of view: I like things like this, because they emphasize team play by having players in one role actively helping the players in another role. Tanks and healers can focus on DPS (thus helping the DPS role) because DPS mitigate aggro and use mitigative cooldowns (anything from second wind, addle, apoc/palisade) to reduce aggro gen needed and healing needed (helping the healing / tanking roles). This synergy of teamwork is in my opinion much better than a rigid "Tanks must tank, healers must heal, and that is all God wrote was good" view.They also need to stop giving more and more enmity reduction skills to every class.
Every single caster and healer has access to two through cross role actions which is pretty absurd right there, and every physical class has access to at least one with most of them having a second one specific to their class.
This practically begs the tank to hyper focus on dps.
After all, why should the tank worry about enmity when everyone else can do that for him and without sacrificing anyone's damage?
This is completely backwards logic towards a role.
I'm telling you RIGHT NOW as a tank main. If anyone does that shit where I'm FORCED to tank stance, I'm literally switching to DPS. Force that on the tank community. Go for it. We'll just stop playing tanks since you want to force that shit on us. Then when your queues are 3 hours long, you'll beg for them to remove the nerf. Go ahead. Try it.
PLD has: Sentinel, Rampart.............sheltron.... That's ALL of our defensive cooldowns for ourselves. TWO COOLDOWNS. Gauge can also be used on intervention to support the other tank.
DRK has: Dark Mind, Rampart, Shadow Wall, TBN. That's it. One of them is COMPLETELY USELESS against physical autos and tank busters like Midgardsormr's Tail End. The other has a mana cost and is undesirable to use unless needed to manipulate a GCD or burn excess mana which can be burned with another Dark Arts.
WAR has: Thrill of Battle (just basically an HP pad, not actual reduction of damage), Rampart, Vengeance, Raw Intuition. Raw is totally USELESS against magic damage like O12's Solar Ray, Savage Wave Cannon, Oversampled Wave cannon, Diffuse Wave Cannon, patch, etc.... Inner Beast which is gated behind tank stance, and is not on demand unless you have 50 gauge.
Take away rampart, and PLD has ONE cooldown outside of Sheltron. DRK has TWO cooldowns outside of TBN. War has THREE cooldowns outside of IB.
2 to 3 defensives. Yeah. That's a lot of cooldowns, man.
I hope that they do increase the amount of tank busters, it'd put more strain on tanks to actually tank swap and use cooldowns creatively and force healers to optimize.
Literally ALL you will achieve is: Healers min maxing EVEN more and tanks abusing swaps to extend the amount of cooldowns they have. You will NOT force tank stance on us, stop trying to. Never gonna happen, broskis.
I hate it when casuals try to dictate how MY job role should play. I don't demand the same of DPS classes, and healers. Please leave tanks alone. And if you are a tank main wanting such a horrendous nerf... shame on you.
Last edited by Aurelius2625; 04-10-2019 at 01:37 PM.
I'd rather see less enrage and more unique mechanics. Not insta-death stuff, but things that require the party be on their toes to avoid or the healer to be on their toes to cleanse. I'm all for randomization of boss abilities, too. A longer battle with randomized mechanics without clear telegraphs is a lot more challenging to me than a zerg rush where people ignore mechanics because "healers adjust" and "muh deeps".
We wouldn't need tanks and healers to step up and DPS to beat enrage timers if the DPS role wasn't where all the bad players who don't want any responsibility go. There's no reason my WHM should be outdamaging a NIN on a single target boss >.>
Sounds to me like tanks don't want tank anymore but dps. Find it pretty bad all time when use my 2 skills to lower enmity that have long cd and still have all monsters charge after me when using a spell to attack all mobs that tank pulled into a huge group. Lost count how many times have died and group wipe from it. Doesn't matter if tanks quit being tanks still going to have very long queues when get moved to new datacenter. Heard eu already getting them like 45 minute queue for potd.
Last edited by hynaku; 04-10-2019 at 04:37 PM.
Or make enrage timers something other than time's up everyone dies.
Stacking damage up buffs like some EX trials have for example. Still a timer, but it's different than rocks fall everyone dies.
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