Yeah no. Stop complaining. Game is barely out and already complaining complaining and more complaining. Don't play if you hate the game so much.
Yeah no. Stop complaining. Game is barely out and already complaining complaining and more complaining. Don't play if you hate the game so much.
Last edited by NyneSwordz; 12-16-2021 at 08:35 PM.
Originally I said that sustaining yourself is part of tanking. ARR warrior had self heals. That's always been warriors thing. Self healing doesn't replace healers. You can lol at potions, but they're cheap, you don't go through them very quickly, and can be very effective on lower lvl dungeons.
Targeted heals can replace healers. IMO if the healer dies on a dungeon boss and the tank can keep both DPS alive, the tank is too strong.
Self heals don't really matter. This game has never really been about hps. Who cares if an already low hps check is lowered slightly by a sheltron HoT? If you play healer to heal, great, but there isn't enough healing to do regardless of tank self heals. That's been true pretty much since release
Having 90% healing spells used 10% of the time, but using the 10% made for damage 90% of the time is kind of weird, anyway. This isn't just a problem with tank's healing, the whole combat system needs to be looked at.I do not think anyone is arguing against that. Right now though the parity is almost all damage and no healing. I have all of these wonderful shields, aoes, single target OCD heals, and plenty of ways to heal and mitigate damage, and well instead some people want me to shut up and spam broil almost entirely? That is atrocious game design for encounters to be that way. I want to be a healer and not a one-button DPS with 75% the DPS of a real damage dealer and all of these heals that are not even needed. The best way to rectify is to take steps that make use of those resources which would be redesigning mechanics to require more healing, weakening aoe heals and all these burst cooldowns heals and reducing self-sustain of non healers if it turns out to be too powerful in savage.
I'd be more on board with the self-sustain changes if they actually required some semblance of player skill. These are just self-healing bonuses for breathing correctly. You might as well give them a permanent regen over time effect.
Let's also not pretend that this is a discussion on whether healers should be putting out dps. Yes, everyone knows that increasing tank healing opens up more opportunities to dps. The question is whether it opens up more opportunities for skilled play and raises the skill ceiling of the game. To be perfectly honest, the answer is that it dumbs down both roles.
It's unfortunate that there isn't much of an actual healer main perspective on this. It would be interesting to see what the responses would be on the healer subforum.
I think if you gave the average tank the option between permanent invincibility to everything outside of oneshot mechanics, against Dark Souls-esque mitigation gameplay where you have to perfectly time a rapid sequence of blocks or instantly die and wipe your raid, the overwhelming majority would choose the first route, because being more powerful is always better amirite? What these players don't realize is that it's possible to be both invincible and irrelevant.
I suspect that many of the better healers would find the amount of tank damage being put out irrelevant even prior to these self-healing changes, but it would be interesting to see their response.
I main healer and I'd rather see tanks have self-sustain. Tank sustain isn't an issue, the issue is there isn't enough damage to heal. Healers are deluding themselves if they think taking Nascent Flash and Equilibrium away from Warrior is going to turn them into useful healbots. You might end up casting 126 Glare instead of 128.
Dungeon bosses are irrelevant content and have been soloed by tanks since forever. I'd rather see things just hit harder and more frequently in general, so both tank toolkits and healers are useful.
Good luck trying to Heal a DRK with those changes lolI main healer and I'd rather see tanks have self-sustain. Tank sustain isn't an issue, the issue is there isn't enough damage to heal. Healers are deluding themselves if they think taking Nascent Flash and Equilibrium away from Warrior is going to turn them into useful healbots. You might end up casting 126 Glare instead of 128.
Dungeon bosses are irrelevant content and have been soloed by tanks since forever. I'd rather see things just hit harder and more frequently in general, so both tank toolkits and healers are useful.
Limited and Exclusive content that gets removed from game is Wasted Content and Developer time in the long run.
Change my Mind. (You can't)
Warrior's are the biggest outliers when it comes to overtuned tank healing.
This is honestly a pretty bizarre take.
What are the implications here exactly, that Healers should just be completely irrelevant outside of Savage?
By that same logic lets just erase the tank role too and make all dps tanky or nerf the damage of mobs in dungeons.
Healers shouldn't be essentially irrelevant in 99% of the content in the game.
Savage is a very small part of the game.
It's definitely too over the top I've seen WAR's in particular solo bosses in the lvl 90 dungeons.
That's not right, it shouldn't be a thing.
People need to have some perspective here and not solely look at it from the lens of a tank/ WAR player.
I went into a Tower of Zot as a level 81 AST, We got to last boss and I died early pull due to me not moving in time from a mechanic.
Level 82 warrior casually heals through the last bosses damage like it meant nothing.
The real problem is dungeons are too easy so that any warm body with a pulse can pass them.
Healers are not irrelevant in multi pack pulls, sure War and maybe pld could have the sustain but not for long.
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