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Thread: Tank IDENTITY

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  1. #11
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,861
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Lyth View Post
    There are plenty of ways to do 'too angry to die' that don't involve siphoning HP from your enemies.
    Again, it's literally not siphoning. They're not absorbing anyone else's HP. The cure values aren't even dependent upon the damage dealt, not that such particularly matters when you've had the lore-based mechanic laid out for you for over 10 years of this game.

    The term 'Second Wind' is an athletic term. You're fatigued, out of breath, and unable to continue. And then you suddenly find the strength to press on.... a burst of adrenaline to keep you going.
    Then how is it acceptable for "finding the strength to press on" to be fine for Second Wind, but not for Warrior's self-healing? WAR's self healing is literally, repeatedly, described as such.

    It was sold as the self-sustaining monster of the battlefield, able to fight on for days, even alone. An indomitable, frenzied bear of a tank. You kill it by stringing it along, wearing it down and out, or through quick and overwhelming force; face it at pace or in its element and it goes and goes and goes. How does healing through combat somehow not fit that and instead end up as "vampirism"?

    And WAR isn't about high HP, any more, really. Thrill is the only action that adopts that approach. If I were designing the kind of tank that you're describing, I'd build WAR's entire kit around them building up massive pools of temporary HP. I remember up until Stormblood, players were coming up with creative ways to see how high they could push the HP pool. That was incredibly fun.
    I could be cool with that... so long as it isn't a euphemism for offering little actual sustain (which would be the case if that temp HP couldn't be spent as quickly as it's gained, since it'd still leave, just through fundamental design, additional health debt relative to other tanks). The difference between the two is primarily that heal-WAR can spring back and has an actual moving HP bar, instead of merely slowly spiraling the drain.

    And yeah, I miss trying to get the biggest Upheaval Direct Crit I could via absurd HP pools. That was good, that was thematic. I'd love to see it return. I just don't think actual self-heals as compared to fading shields (or temporary max and current HP increase, which is just shields but without any advantage vs. status effects / ability to shake things off) fall out of theme for that.

    It's an MMO, not DnD. Second Wind doesn't lose its hit points gained or cost you an action after it ends. In this context, there's nothing wrong with a physical character self-healing. It doesn't break the game's logic/universe.
    (3)
    Last edited by Shurrikhan; 06-05-2022 at 03:59 PM.