About one of the few times every action matters, I had a lot of fun when it came to Neo Exdeath, God Kefka (though only Warrior can do it I think?) and Chaos as few examples.
About one of the few times every action matters, I had a lot of fun when it came to Neo Exdeath, God Kefka (though only Warrior can do it I think?) and Chaos as few examples.
True, but I've found them fun soloing leveling dungeon bosses as well because of the tight sync. Novice tanks just get destroyed in that situation a lot.
In other news, there is no technical debt from 1.0.
"We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
https://youtu.be/ge32wNPaJKk?t=560
Yeah, I'm a RDM main but I maxed and geared up my WAR for solo stuff.
Grinding/lvling in Eureka - grabbing 10 mobs and AoEing them to death is so much fun (while self-healing myself like crazy).
AoE grinding FATEs for quick Bicolor Gemstones.
Solo farming group treasure maps.
Professional lurker.
I'm getting BiS this tier mostly because I want to see what stuff I can solo now.
I disagree, I had the most fun when tanks were actually tanks, and not dps who can heal and take lots of incoming damage.
They've really ruined the role for me. It was at its best in 2.0 honestly. It's gone downhill from there.
I was worried all the changes would make me feel that way, especially the removal of stance dancing, but it didn't. I still really enjoy tanking.
Being able to throw flash or TBN on people, or use reprisal or raid-wide mit when they are about to die is great, because you know you saved them and protected the party which is the tank's job. We didn't used to have most of that - reprisal, raid-wide mit, short CD abilities, these were what we were given as other things got taken away.
As much as it feels unfair to healers, being able to survive without a healer's help feels really good. There's a reason people get so excited at WAR+3 dps dungeon runs. Because it is, actually, fun.
In other news, there is no technical debt from 1.0.
"We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
https://youtu.be/ge32wNPaJKk?t=560
For the TANK, sure, because...
...is the problem.
Basically, we have a Trinity game where Tanks are ALSO Healers, meaning Healers have no place in normal content, only in hard mode stuff. Which feels bad for the Healers and is bad for the game.
I do agree Tanks should be masters of protection and mitigation - not of HEALING, too. IMO, it'd be cool if we took most of the DPSers mitigations and gave them to the Tanks, but stripped Tanks of any party heals. They can have their self-sustains, but they shouldn't be healing up the entire party on the side. Stuff like Intervention or Cover or Passage of Arms are good, stuff like Nascent Flash or Shake It Off are not. DRK gets it - it has TBN and Oblation it can put on party members, but those things reduce the damage they take, they don't act as heals.
.
I disagree with Valkyrie about 2.0 being the best and it all downhill from there. I strongly disagree with that.
But there's so much healing on non-Healers and so much mitigation on everyone (except WHM) in Meleewalker that it's just absurd. Go look in the Healer subforum here and see how they feel about WAR+3 DPS runs. To give you a hint, "jaded" or "salty" don't even begin to describe it. Same on Reddit. In both places, I've gotten demolished for suggesting that Healers are at all okay in this game, with the very reason they site being Tank + 3 DPS runs being the optimal way to run content and 8 mans only needing 1 (or sometimes 0) Healers.
While I don't think things are as dire as they do...they're absolutely RIGHT about Healers being devalued in the current content model. And a big part of that is Tanks have so much HEALING and DPS have so much healing and also mitigation that it's breaking the Trinity.
Would it be fun for Healers if they had Taunt, a slate of mitigation abilities that let them eat tankbusters for breakfast, and outdamaged SAMs and BLMs?
Probably.
But would it be good for the game if 4 mans were routinely Healer + 3 DPS and 8 mans were frequently done with 0 Tanks, even Ultimates?
Probably not.
Put yourselves in the other role's shoes and then ask yourself how you'd feel if it was your role that was completely redundant and unneeded in general content and the optimal way to clear 4 mans was without your role in them.
In the same way, healers should not be able to mitigate (ie. we should not have barrier healers, that's literally the job of tanks to protect the party). But we do. Tanks and healers have always been stepping on eachother's toes and that has only grown.
In other news, there is no technical debt from 1.0.
"We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
https://youtu.be/ge32wNPaJKk?t=560
"masters of".
Tanks should have some self-sustain (as they do), PLD specifically have some healing (as it does owing to the general class thing of PLD having some limited White Magic), and Healers should have mitigations (but not as many nor as powerful as Tanks).
Strictly speaking, most Trinity systems don't have Tanks with party mitigation - their mitigation suite is personal protection with them keeping agro. But I personally don't mind them having the lion's share of mitigation. Before coming to Healers to steal theirs (WHM literally has only one - Temperance - on a 2 min CD), you might steal what the DPSers have first.
HOWEVER: Healers having mitigation doesn't put Tanks out of a job. No one's doing 1 Healer + 3 DPS runs of 4 mans because the Healers are mitigating so much the party doesn't need a Tank. The irony is, this is somewhat possible, but no one does it because it's not efficient or as braindead easy, and Tanks do more damage as well as sufficient healing and mitigation.
Tanks do way too much healing, possibly too much DPS (fun fact: In HW, Tank Jobs did less damage than Healer Jobs, the reverse of today), and also have powerful mitigation for both themselves and the party.
.
In any case, the issue comes when you're a one-man army rendering other parts of the Trinity irrelevant. That's the issue. Again, Healers aren't taking Tanks' jobs, but the reverse is increasingly true.
Preventing damage is literally the same thing as healing. . . otherwise healer shielding wouldn't exist.
It's a concept called "effective hit points".
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.