No it doesn't. If you have 2 million apples but all of 2 of them are rotten, you are probably going to starve.
Whether you are bright enough to see it or not, a good DPS is just as valuable as a good Tank or a good Healer.
Last edited by Aramina; 05-21-2019 at 09:35 PM.
Curious.
When did Yoshi-P say this? I'm looking for an interview but I can't seem to find it.
This would imply the majority of dungeon tank and healers currently over-perform and carry the dps. I'd say the opposite is true where just as many tanks and healers under-perform as dps, just spamming heals only or living in tank stance and ignoring cd's.
If you nerf tank and healer damage, their lack of damage would be an even smaller loss, meaning a reasonably good dps could carry them even easier and they can slack even more.
Basically, changing tank, healer or dps damage isn't the magical fix to player performance. The developer mindset that everything but EX/Savage/Ultimate must be cleared first run by everyone and all indications of personal performance must be carefully hidden is what needs to be looked at.
There is also the case that reducing healer/tank dps would mean to change several MSQ solo instances. As the lower damage would need to be compensated, especially for instances that have enrage mechanics due to dps checks. Some of those are already hard on healers, particularly WHM.
Putting more tanky situations for tanks is good, but at the same time it goes into the situation of why people are afraid to tank. Making the average fight more healing intensive is the same for people who are scared to heal.
What most likely will happen is nothing as we have already seen how they are having troubles balancing tanks and healers and the community backlash. The last thing you want to do is nerf tank and healer damage to anger them more.
I agree I never quite get the argument of making the game inaccessible to most of the people who would play the game, wasn't that one of the issues with Wildstar or whatever it was called?
That's going too far. I merely want the bottom 10% to stop participating in group content if they don't want to participate in group content.
For some reason they keep showing up.
It's one of the down sides to FF XIV being a pretty casual MMO to get into. In that regard I don't think it's a bad thing in and of itself but there are some drawbacks. People are in it for the fun, I get it. I'd imagine that's why just about all of us are here. But there are some who are able to progress even while playing poorly and, sadly, they can keep on doing so even when they're lying dead on the arena floor of every boss fight. This game needs to have a proper tutorial to at least teach some of the basics, and I do think that a certain level of player skill needs to be achieved in order to progress. A little bit more of a challenge would be a great thing.
Last edited by Vahlnir; 05-22-2019 at 12:55 AM.
You're not reading my message properly.
What I propose is more mechanics similar to the ones in UCOB. For example, Tenstrike Trio. You know when the mechanic is happening, you know how to resolve it, but its random as to which player gets what part of the mechanic. It forces adjustment on the fly, its not just a "stack here and move here everytime and you'll be fine" deal. Heavensfall Trio is similar in that the tower placements aren't always the same, it needs adjustments on the fly. Nael phase, the thunders and dooms can go on anyone, even the tank. Requires adjustments.
Basically I'm saying maybe we need more mechanics that force adjustments on the fly. Hell, I'm not the biggest fan of mechanics like it, but bring back White Hole, bring back stuff like Gavel, introduce mechanics which can't be resolved by stacking in a star and hitting indom. And more untelegraphed tankbusters (like Alte Roite's Wyrmtails for example) would go a long way into giving less experienced healers and tanks that feeling of being in danger.
What I don't want is the boss to have a chance at any point in a 10 min fight to instantly get off a tankbuster on a tank, in addition to the busters in his rotation. That's anti-fun. Maybe its more clear now.
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