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  1. #1
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80

    "Tanks and Healers do too much Damage..."

    "... Which makes the DPS role feel less important"

    I'm curious about statements such as this.

    As far as I'm aware, Yoshida has made note that he feels Tanks and to a lesser extent Healers are doing "Too much damage"

    So, I wonder, are they doing "Too much damage" and thus making DPS jobs feel less impactful?

    Or is it the fact that many DPS jobs are balanced around buffing damage instead of dealing damage? Meaning that not only are they sacrificing pDPS in order to create higher tDPS, but they also buffing the damage that Tanks and Healers are doing.

    Like, this occurs to me every time I enter Eureka and choose what job to play.

    Since, for Eureka, there are a few things you want from your job (If you have all of them at level 70 and with the requisite 300+ ilevel and thus can choose):

    1) Raises and self sustain - Not necessary, but very helpful.

    2) Personal DPS - To be able to kill mobs yourself, making FATE farms faster.

    3) Relative increases to Party DPS - So as to be able to more easily hit the required contribution to get Gold tier rewards.

    But then you look through the list of jobs and it will really jump out at you just how many of them are focused around buffing the party (Or just anyone attacking the target) and thus will buff any Tanks/Healers.

    So lets look at them:

    Monk - Provides Brotherhood, which increases physical damage of the party - Including Tanks

    Dragoon - Provides Battle Litany, increasing the crit chance of the party and thus damage output. Including Tanks and Healers.

    Ninja - Provides Trick Attack, increasing the damage a target takes from all sources. Including Tanks and Healers. Can also apply Slashing Debuff to buff Paladin and Dark Knight.

    Samurai - Selfish DPS. Can apply Slashing Debuff to buff Paladin and Dark Knight, but otherwise tends to be fine (But, as a result, is non-meta due to not enough pDPS to overcome other jobs tDPS)

    Bard - Provides Foe Requiem, increasing the damage targets take from all sources. Including Tanks and Healers. Songs provide passive Crit chance to all party members. Including Tanks and Healers. Provides Battle Voice increasing Direct Hit chance of all party members. Including Tanks and Healers.

    Machinist - Provides Hypercharge, increasing the damage targets take from all sources. Including Tanks and Healers.

    Black Mage - Selfish DPS. Doesn't have any party buffs.

    Summoner - Provides Devotion increasing the damage of all party members. Including Tanks and Healers. Also can provide Radiant Shield, increasing physical damage taken by targets. Including Tanks. Or Contagion increasing magical damage taken by targets. Including Healers and Paladin.

    Red Mage - Provides Embolden increasing the physical damage of all party members. Including Tanks.

    So out of all 9 DPS jobs, only 2 don't buff the party consistently.

    Of the 7 jobs that buff party DPS, all of them will buff Tank damage outputs.

    While only 5 will buff Healer damage outputs.

    Thus, to me, the stand out thing is that if DPS are feeling less important because of how much damage Tanks and Healers are dishing out... Well, the first thing to do is to stop making all the DPS jobs buff Tank and Healer damage outputs!

    Since, not only would that confer to them a pDPS increase themselves as compensation, but it would also mean that Tanks and Healers won't be getting the benefit from DPS boosts as frequently. Thus widening the gap between DPS roles and Tanks/Healers in terms of DPS output. (It also would make the 2 current "Selfish DPS" more enticing to pick as other jobs wouldn't be eclipsing them in tDPS thanks to buffs being crazy strong)

    The second thing to consider, would be shifting the onus of party buffs away from DPS and towards Tanks/Healers instead. So that their tDPS output factors in how they boost the damage of DPS jobs, instead of the other way around where DPS jobs tDPS factors in how they boost the damage of Tanks/Healers...

    Of course, I don't expect this line of thought. I mostly expect reductions in potencies for Tanks/Healers, reduction in offensive stat gains for Tanks/Healers and for DPS to continue to be focused around buffing Tanks/Healers damage by proxy (Which causes imbalances within the DPS role anyway because of how strong buffs are and especially stacking of CD's)
    (3)

  2. #2
    Player
    NessaWyvern's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    1,920
    Character
    Nessa Goddessly
    World
    Ravana
    Main Class
    Conjurer Lv 96
    I think making it so the buffs from other party members don't affect healers and tanks, would be the best route to take. That way it doesn't interfere with solo-play of healers and tanks, so they keep the usual damage they do outside of parties. If Tank and healer damage gets nerfed overall, doing solo duties and killing mobs solo would be an even greater chore.
    (16)

  3. #3
    Player
    Paladinleeds's Avatar
    Join Date
    Sep 2015
    Location
    Ul'dah
    Posts
    2,210
    Character
    Nomfur Farredzasyn
    World
    Omega
    Main Class
    White Mage Lv 100
    Quote Originally Posted by NessaWyvern View Post
    If Tank and healer damage gets nerfed overall, doing solo duties and killing mobs solo would be an even greater chore.
    Nah, easy fix would be for solo duties to have the Warrior of Light buff, that says you're breaking limits the way only a WoL can... overworld mobs... Well rip D:
    (2)
    White Mage ~ Scholar ~ Paladin
    Quote Originally Posted by Spiroglyph View Post
    Boi if you got kicked for the same thing in over 20 duties I strongly suggest you think hard on whatever the hell it is you're doing

    As I'm sure you are well aware, it takes more than one person to be able to kick a player from a duty, so in all those instances there were at least two people agreeing they'd be better off without you tanking.

  4. #4
    Player
    ADVSS's Avatar
    Join Date
    Mar 2016
    Posts
    2,397
    Character
    Advent Shadowsoul
    World
    Zalera
    Main Class
    Dark Knight Lv 80
    So what youre saying is....more dps checks, but this time only the dps wipe if they fail?
    I think DRK and PLD should get a slashing debuff too, since WAR got half both their toolkits, but the debuffs benefit dps in solo as well as group play as an added bonus. Even as mentioned later, player skill and playstyle can affect output of damage both healers and tanks and dps if sub optimal, also its not like theyre forced to buff/debuff its just good party play, and rotation.
    If dps are barely outputting over healers or tanks, its probably...the player?
    (9)
    Last edited by ADVSS; 05-21-2019 at 01:53 AM.

  5. #5
    Player
    Kuurei's Avatar
    Join Date
    Dec 2013
    Location
    Limsa Lominsa
    Posts
    418
    Character
    Kurei Hitaka
    World
    Diabolos
    Main Class
    White Mage Lv 80
    Tanks and Healers do a ton of damage, no doubt.

    But they kinda need to. Particularly during boss fights, where healing and active mitigation are rarely a necessity.

    Damage being taken is relatively predictable, meaning Tanks normally pop CDs only when necessary and healers have on average a 70% uptime of DPSing during fights (Stone IV...Stone IV....Stone IV....are you hurt yet!?).

    However, trying to tip the balance too far in the other direction creates the WoW problem, where if a healer's resource pool is too low or a tank's not generating their resource fast enough, you can easily die while trying to restore your resource. Damage is extremely constant and rapid in WoW, to the point that much of a Tank's active mitigation is baked into their offensive rotation, with a few additional tools that aren't. Healers are pretty much the opposite of ours (I played a Holy Priest for most of Legion and the beginning of BfA), where they have 30% DPS uptime, if that. Usually, I'd average it even lower.
    (6)

  6. #6
    Player
    Valkyrie_Lenneth's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    8,038
    Character
    Lynne Asteria
    World
    Jenova
    Main Class
    Viper Lv 100
    Quote Originally Posted by Kuurei View Post
    Tanks and Healers do a ton of damage, no doubt.

    But they kinda need to. Particularly during boss fights, where healing and active mitigation are rarely a necessity.

    Damage being taken is relatively predictable, meaning Tanks normally pop CDs only when necessary and healers have on average a 70% uptime of DPSing during fights (Stone IV...Stone IV....Stone IV....are you hurt yet!?).

    However, trying to tip the balance too far in the other direction creates the WoW problem, where if a healer's resource pool is too low or a tank's not generating their resource fast enough, you can easily die while trying to restore your resource. Damage is extremely constant and rapid in WoW, to the point that much of a Tank's active mitigation is baked into their offensive rotation, with a few additional tools that aren't. Healers are pretty much the opposite of ours (I played a Holy Priest for most of Legion and the beginning of BfA), where they have 30% DPS uptime, if that. Usually, I'd average it even lower.
    Or they could change encounter design to require more active tanking and healing.
    (10)

  7. #7
    Player
    Kuurei's Avatar
    Join Date
    Dec 2013
    Location
    Limsa Lominsa
    Posts
    418
    Character
    Kurei Hitaka
    World
    Diabolos
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Valkyrie_Lenneth View Post
    Or they could change encounter design to require more active tanking and healing.
    They could. And I'd welcome it.

    ATM though, with current encounter design, a Tank or Healer's worth is judged by the additional DPS they add to the fight more so than their actually role choice.

    Axl has the right of it too, nearly every DPS job played as close to optimally as possible will outperform a Tank or Healer in terms of damage, whether or not buffs come into play.
    (2)

  8. #8
    Player

    Join Date
    Nov 2018
    Posts
    1,706
    Part-wide buffs shouldn't matter as DPS also gets buffed. With or with no buff, tanks and healers should output less damage than DPS. And I believe they already do at max output, and if that's true, I'm guessing they're talking more about the below average players (like me) that can produce less dps than a healer/tank, not sure.
    (2)

  9. #9
    Player
    xJimmehx's Avatar
    Join Date
    Jun 2015
    Location
    Ul'Dah - 1.0, Limsa - 2.0
    Posts
    534
    Character
    Leon Manderville
    World
    Cactuar
    Main Class
    Warrior Lv 90
    I don't think tanks do too much damage. Theres no real reason why a tank should do less damage. "For peoples feelings" isnt a really good response. So long as tanks keep hate and survive, dps help kill things and healers heal people. There is balance. Restrict synced duties to require 1 tank and healer for every 2 dps and we will be fine no matter how high/low the dps is for healers and tanks.

    If WAR gets nerfed, I'll jump ship. Im not spending time chipping away at creatures health for 5 minutes per OVERWORLD mob on the same level. Heavensword and Stormblood were bad enough. All just for some peoples "Feelings." What about tanks feelings when we are forced to queue solo? What about when we are asked to kill things in Eureka or in the Overworld? Fates, Leves, Hunts, etc.
    (5)

  10. #10
    Player
    Mistyregions's Avatar
    Join Date
    Apr 2019
    Posts
    424
    Character
    Misty Regions
    World
    Brynhildr
    Main Class
    Warrior Lv 80
    Well why have a tank class then?
    (1)

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