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  1. #1
    Player
    Ashua's Avatar
    Join Date
    Mar 2017
    Posts
    148
    Character
    Ashua Rajin
    World
    Balmung
    Main Class
    Dark Knight Lv 80

    Tank healing is to high

    Not sure if Square/Enix is intending this to go into Savage mode as is but if the last two weeks of the expansion are of any indication the tank healing is way higher than it should be. Seeing all the numbers tanks can put out in self-healing from 10k heals to 30-40k burst heals is a tad silly. They are officially stronger healers than the classes meant to heal. We need a balance patch before the real raiding begins or this might be the most ridiculous game anyone can take seriously that wants to have a progressive raiding core to go with.


    The game has a lottof issues right now with balance and cheating and I would not be against delaying the Savage raids to take care of rotation/movement bots and programs that tell you where to go and what mechanics are about to happen. That along with the balance of tanks and healers right now is also a huge consideration to me.
    (24)

  2. #2
    Player
    Liam_Harper's Avatar
    Join Date
    Feb 2018
    Posts
    3,470
    Character
    Liam Harper
    World
    Zodiark
    Main Class
    White Mage Lv 90
    Tank sustainability is a good thing. The problem is we don't have the damage intake to match it.

    Having a strong toolkit that rewards you for using it well is more interesting than standing there doing 1, 2, 3 endlessly while the healers throw you an oGCD occasionally. But if bosses just tickle you, there's no purpose for those self-heals. That's the problem.
    (60)

  3. #3
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,835
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Liam_Harper View Post
    Tank sustainability is a good thing. The problem is we don't have the damage intake to match it.
    Tank agency is a good thing. But, assuming the game is balanced around the defensive/curative throughput available to tanks, though, EW's plethora of tank regens just water down the moments of interaction. That takes agency away from how the kit is used (i.e., the skill ceiling) to just that the kit has ridiculous amounts of self-healing over time. All these HoTs, etc., just make our agency feel less eventful and less engaging. I'd have been happier without them, honestly.
    (0)
    Last edited by Shurrikhan; 12-15-2021 at 08:49 PM.

  4. #4
    Player
    sirflimflam's Avatar
    Join Date
    Dec 2021
    Posts
    5
    Character
    Mia Muir
    World
    Famfrit
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Liam_Harper View Post
    Tank sustainability is a good thing. The problem is we don't have the damage intake to match it.

    Having a strong toolkit that rewards you for using it well is more interesting than standing there doing 1, 2, 3 endlessly while the healers throw you an oGCD occasionally. But if bosses just tickle you, there's no purpose for those self-heals. That's the problem.
    That's cool for you, but as a healer what am I supposed to do? Lol. I press 1 and 1 and maybe even 1 if time permits. This game is in a weird state where it's very choreographed and if everyone does their job right, damage isn't doled out, and healers....do dps with their thought provoking rotation. There should be more to being a healer than one off group aoe heal checks and dps. Damage should not only be aoe checks and if someone messes up. There should be a reason why a healer is in the party for more than one part of a mechanic.


    Quote Originally Posted by Clarkamite View Post
    Its absolutely wild to me that Tanks having more healing has now turned in to healers yelling about nerfing tanks so they have something to heal.
    Tanks tanking our jobs.
    (2)

  5. #5
    Player
    Pibz's Avatar
    Join Date
    Aug 2013
    Posts
    350
    Character
    Cat Man
    World
    Omega
    Main Class
    Marauder Lv 30
    Quote Originally Posted by Liam_Harper View Post
    Tank sustainability is a good thing. The problem is we don't have the damage intake to match it.

    Having a strong toolkit that rewards you for using it well is more interesting than standing there doing 1, 2, 3 endlessly while the healers throw you an oGCD occasionally. But if bosses just tickle you, there's no purpose for those self-heals. That's the problem.
    This, this is honestly more a healer problem than a tank problem. For all the issues tanks have as a role, healers feel like an exercise in pointlessness to play in dungeons nowadays. You're basically stuck spamming literal 2 button rotations as a gimped DPS for a good chunk of the time in trash (why doesnt trash have any significant mechanics either? Why don't they AOE frequently? Why are there no mandatory interrupts/stuns necessary? What's the point of cc abilities in this game exactly?) and 99% of the time in a "boss" fight. that's just depressing to even think about.

    Their excuse is that they don't think players are able handle basically anything because it hurts their feefees if they die once in a blue moon in a dungeon but this design choice stopped making any remote sense when they basically added AI ran, impossible to lose "game" option for people who want the game to play itself with no stakes.
    (3)
    Last edited by Pibz; 01-25-2022 at 08:44 PM.

  6. #6
    Player
    Colt47's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    1,809
    Character
    Kan Himaa
    World
    Balmung
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by Liam_Harper View Post
    Tank sustainability is a good thing. The problem is we don't have the damage intake to match it.

    Having a strong toolkit that rewards you for using it well is more interesting than standing there doing 1, 2, 3 endlessly while the healers throw you an oGCD occasionally. But if bosses just tickle you, there's no purpose for those self-heals. That's the problem.
    Oh the damage intake is there. Self healing it's absolutely useless in savage the majority of the time because stuff hits so hard you heal maybe one auto on warrior. Unless the "savage" one is talking about is p1s and p2s when someone outgears the living hell out of it like most people do after the first month.
    (0)

  7. #7
    Player
    Kalaam's Avatar
    Join Date
    Nov 2019
    Location
    Limsa-Lominsa
    Posts
    781
    Character
    Kalaam Nozalys
    World
    Phantom
    Main Class
    Red Mage Lv 90
    Would be nice that this sustain is put to contribution.
    Though if it was, DRK would be unusable lol, so maybe after it got buffed in that department.
    (5)

  8. #8
    Player
    Duskane's Avatar
    Join Date
    May 2018
    Location
    isnt it messed up that goblet is a housing area and not a tiny goblin
    Posts
    4,163
    Character
    Dusk Himmel
    World
    Ravana
    Main Class
    Viper Lv 100
    glad tbh too many times healer die with no raise caster and its over but with GNB now you can easily sustain yourself and 1-2 DPS to push through in dungeon bosses
    (14)

  9. #9
    Player
    Ashua's Avatar
    Join Date
    Mar 2017
    Posts
    148
    Character
    Ashua Rajin
    World
    Balmung
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Duskane View Post
    glad tbh too many times healer die with no raise caster and its over but with GNB now you can easily sustain yourself and 1-2 DPS to push through in dungeon bosses
    And that sort of invalidates the healer. Honestly, the queue requiring a green role in order for the dungeon finder to click into play is the only reason a healer is required. The game was designed with the triality of modern-day MMO's and I think it is a disservice to basically invalidate a third of the players who enjoy that aspect. So now in order to get my healing jollies on I have to also be a tank? If two DPS and a tank can tackle a boss it is poor game design. Either fix it or rework the game without requiring healers to be a role.

    Quote Originally Posted by Liam_Harper View Post
    Tank sustainability is a good thing. The problem is we don't have the damage intake to match it.

    Having a strong toolkit that rewards you for using it well is more interesting than standing there doing 1, 2, 3 endlessly while the healers throw you an oGCD occasionally. But if bosses just tickle you, there's no purpose for those self-heals. That's the problem.
    And it's worse for healers. Tank sustainability should be the healer and not the tank. You have a 1-2-3 combo but I have a 1-1-1-1-1-1-1-1-1-1-1-1-1 combo for 99.9% of whatever I do. The bosses do more than tickle. Tanks can burst heal better than current healers is the problem. 10x for warriors but literally similar for all but the Dark Knight.
    (30)
    Last edited by Ashua; 12-13-2021 at 12:12 AM.

  10. #10
    Player
    J-Reyno's Avatar
    Join Date
    Jun 2017
    Posts
    130
    Character
    Rayner Blackwolfe
    World
    Mateus
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Ashua View Post
    Tank sustainability should be the healer and not the tank.
    No, it really shouldn't. And this is an issue I've had with FFXIV for a long time, because most of what SHOULD be the tank's job has always been the healer's job. I've played games where tanks have very powerful, frequent-use mitigation and self-sustain tools. Games where the tank really works to stay on their feet. Then there's FFXIV where we have these weak, occasional-use mitigation abilities and otherwise spend 99% of our time doing damage and nothing else.

    Now for the first time ever tanks aaalllmost kinda feel like actual tanks and not just the designated whipping boy.

    Tanks not crumbling to pieces in low-pressure content when a healer doesn't babysit them 24/7 doesn't invalidate the healer role. When you're running extreme trials and savage raids divine veil is not going to keep the party alive. Healers still have plenty to do and even if the tanks were entirely self-sufficient (they're not) there'd still be the rest of the party in need of healing.
    (17)

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