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  1. #1
    Player
    Rithy255's Avatar
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    May 2022
    Posts
    2,134
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Oizen View Post
    Starting with healing affects across a the entire party, self healing isn't as big of a deal, but being able to heal other players is the issue, from non healer jobs anyway.
    The AOE heals of WAR and PLD are currently the backbone of parties that have cleared high end content with no healer.

    So for the case of WAR, the problematic skills are Shake it Off and Nascent Flash.
    Nascent being a double dip and allowing WAR to act as a healer on jobs that are only taking raidwide damage is massive, and vastly outvalues other tank defensives when placed on another ally.
    Shake honestly just didn't need the buff it got. The HoT effect is really strong, and makes it outpace DRK and GNB's strictly mitigation raidwide tools.

    PLD is in a similar boat but not to the extreme WAR is.
    I think PLD's main issue is the self healing from ur magic attacks more then anything, Divine veil is fine as it is, Clemency is niche anyway if your using it in place of a healer it can work, but it's at least a massive downside to paladin and you'll generally still want at least *one* healer, Holy shelltron / Intervention healing is fine, Magic attack healing can go in place of a little bit of healing somewhere else... (just not to the amount it already does per minute).

    Warriors way over tuned right now, Its got DMG, good Self sustain, good defensives, even better group healing, the best invul, Even it's rotation is super easy. I feel like warrior needs a overhaul in its identity Why is it the "group healing sustain tank" it really doesn't fit warrior at all. Also it's AOE healing in dungeons is absurd, dungeons maybe "ez baby content" but warrior shouldn't be able to just solo mob packs without a healer with zero DMG loss. It's easy to make bloodwhetting's healing effect single target even if warriors would dislike that, I think healers deserve to actually heal.

    I think another major issue is just healing in general, Support abilities on tanks are a good thing I actually encourage more of that, Tanks shouldn't just be "more hp DPS" It comes down to a issue on how fights are designed for healers.

    In a Ideal world I'd say Healers and Tanks should both be able to keep high amounts of utility but currently there just isn't a lot of outgoing DMG in fights to demand all the utility and amounts of healing buttons healers get.
    (0)
    Last edited by Rithy255; 10-04-2023 at 10:55 AM.

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    13,020
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Rithy255 View Post
    I think PLD's main issue is the self healing from ur magic attacks more then anything
    Agreed. I feel like the core of any tank's "free" sustain should be timing-sensitive (e.g., percentile mitigation or restoration [think Death Strike]).
    I don't mind forms of "flat" sustain (healing or mitigation that is not sensitive to timing in any practical sense / has little risk of overhealing or expiring before consumption) having an opportunity cost, as found on Clemency, or frequent and modular access as on Divine Might's Holy Spirit, but... just making sure you're not topped and/or are MTing before using Req phase? Ehh...

    And for that to be a hefty portion of overall sustain? Or the likes of Brutal Shell, Storm's Path, and Souleater, where the healing is barely movable and barely noticeable? All that seems mostly a waste, tbh.
    Yet, having said that, I'd be fine with, say, Warrior and/or Dark Knight having significant healing (something we usually consider not particularly sensitive to timing, except between two-shots)... as long as it supplied some other way of making that incentivize certain timings that required a degree of contextual awareness, etc., etc., thereby making it timing-sensitive in practice.
    (1)
    Last edited by Shurrikhan; 10-04-2023 at 05:33 PM.

  3. #3
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Shurrikhan View Post
    Agreed. I feel like the core of any tank's "free" sustain should be timing-sensitive (e.g., percentile mitigation or restoration [think Death Strike]).
    I don't mind forms of "flat" sustain (healing or mitigation that is not sensitive to timing in any practical sense / has little risk of overhealing or expiring before consumption) having an opportunity cost, as found on Clemency, or frequent and modular access as on Divine Might's Holy Spirit, but... just making sure you're not topped and/or are MTing before using Req phase? Ehh...

    And for that to be a hefty portion of overall sustain? Or the likes of Brutal Shell, Storm's Path, and Souleater, where the healing is barely movable and barely noticeable? All that seems mostly a waste, tbh.
    Yet, having said that, I'd be fine with, say, Warrior and/or Dark Knight having significant healing (something we usually consider not particularly sensitive to timing, except between two-shots)... as long as it supplied some other way of making that incentivize certain timings that required a degree of contextual awareness, etc., etc., thereby making it timing-sensitive in practice.
    That's honestly why I preferred the ShB NF version. It was a heal on dmg dealt, not gcd used so you can really pump out some heals, but on the flip side if you time it wrong you basically get nothing. Imo its unfair to say that tanks and healers are too strong when the content doesn't match it. If all content outside of savage and ultimate hit just 10% harder I think the stronger tools we have now might justify it.

    Quote Originally Posted by Oizen View Post
    I also think it would be far healthier for the game to do a blanket nerf to self sustain, WAR being the top of the list.
    WAR's healing has already been nerfed to the ground. Imo not just self sustain but mitigation as a whole. You shouldn't be taking 0 dmg when you pop TBN for a tb and likewise healing back to full on a single target is too much. Imo the regen to EQ was too much as I would have opted for ToB's cd be reduced to 60 secs instead. Regens is more of a GNB thing anyways and WAR is about the burst. Same sentiment for the regen to SiO as I would have preferred a 1-2% buff to the initial shield and dispel effects.
    (1)

  4. #4
    Player
    Amenara's Avatar
    Join Date
    Apr 2019
    Posts
    1,040
    Character
    Rhela Tsurugi
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by Malthir View Post
    Nevermind them soloing dungeons, a WAR solo'd the normal raids on release.
    As did PLD and GNB, also a PLD soloed P2N all during the patch cycle they released. I think the issue then was the raids moreso than the tanks (other than DRK still having a garbage invuln back then which thankfully got fixed).
    (0)

  5. #5
    Player
    Payadopa's Avatar
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    Mar 2011
    Posts
    2,336
    Character
    Payadopa Astraya
    World
    Spriggan
    Main Class
    Conjurer Lv 71
    Quote Originally Posted by Absimiliard View Post
    Man, ya'll just really want tanks to be helpless without healers, don't you?
    That's the point of a trinity game. Why do WARs take away a healer's main function? So healers can spam their one ability and DoT? That stuff works both ways I think.
    (2)

  6. #6
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    7,196
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Payadopa View Post
    That's the point of a trinity game. Why do WARs take away a healer's main function? So healers can spam their one ability and DoT? That stuff works both ways I think.
    Healers always get the short end of the stick

    “Why should I be helpless without a healer” “well why should a healer be a literal vestigial role with a WAR”, hell if I’m the healer and I zone in with a WAR I’d rather just be allowed to swap to BLM
    (0)

  7. #7
    Player
    Somnolence's Avatar
    Join Date
    Jul 2019
    Posts
    418
    Character
    Ixa X'phele
    World
    Zodiark
    Main Class
    Dark Knight Lv 100
    It is indeed funny how when in new EX my co-tank DRK was eating dirt due healer not topping him for White Hole while 8x WAR can easily clear it https://www.twitch.tv/videos/1945423090 as they can self heal through that
    (0)

  8. #8
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    7,196
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    ^i agree here

    This thread can basically be boiled down to “DRK’s damage identity is garbage but the actual problem with tank balance is WAR is the best at everything including being a healer”

    DRK needs a damage redesign and maybe a reduction in abyssal drains CD but really it’s WAR that needs to be nerfed
    (6)
    Last edited by Supersnow845; 10-08-2023 at 07:11 PM.

  9. #9
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    2,134
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    To me its not just a warrior issue nor is it a Dark Knight issue fully, Personally I'd like some form of sustain on dark, I think very slow overtime self healing would make sense on dark instead of "Unga bunga i press button in aoe now im max hp" I think Dark Knight has so many issues gameplaywise but sustain isn't really something that im worried about too much More the entire DPS rotation feels awful and dark mind not really feeling good in physical fights (even if they're rare in high end)

    The thing is if that tanks should have low or no sustain is kind of interesting... because on one hand we would be giving healers more to do, but on the other hand that would be taking away more from tanks Personally I really enjoy the sustain you get on PLD or GNB (But imo holy magic healing can be removed for some other sustain), in general it feels nice to have some team support/party healing as a tank.

    The main issue I see is encounter design is already designed for healers to be dpsing 99% of the time, even in a situation where you'd have two dark knights, the majority of healer gameplay wouldn't be changed, EVEN in dungeons where the DRK has high gear and is wall to walling you will hardly feel a difference (At least from my experience, in the newer dungeons where mobs have been made to hit easier, the 6.0 ones felt like they hit harder)

    I don't think the solution is to take sustain from tanks in a drastic sense, warrior's AOE healing needs to go imo even if its just casual content, besides I think warrior is a bit too good at everything in regards to tanking, I think if you took sustain, timed party mitigation/healing from tanks, then you might as well remove tanks all together, turn them into melees give all melees stances or something lol because tanks in ff14 are basically just DPS with lots of hp and some utility.

    In a Ideal world I'd want even more utility on tanks, but i'd also want healers to feel more impactful, I guess theirs just issues with balancing that out in general, I think healers and tanks are in general very important to make fun and engaging as they're both the less common picks, DPS is popular with most players... But it feels like theirs actually less effort put on to make tanks and healers more appealing lately, that and 2 extra DPS next expansion makes me wonder how miserable everyone will be if nothing really big changes about how both work next expasion, It would even hurt DPS players having to wait ages for people to fill in for tank/healer
    (2)

  10. #10
    Player
    Valknut's Avatar
    Join Date
    Jul 2014
    Posts
    107
    Character
    Agni Highwind
    World
    Excalibur
    Main Class
    Conjurer Lv 90
    I think if the damage disparity was as big as the self healing disparity. No one would be playing WAR.

    Every time I do a dungeon on DRK instead of PLD/WAR it feels bad, it feels like I'm spitting on my healer and party.

    "But dungeons dun matter" Hi my names busy adult with kids and limited time, dungeons and extremes are as far as I'm ever going in the game. Would DRK having self healing effect Ultimate raid balance? Probably, from the 95% of the population that doesn't do ultimates, ya we don't care, you guys gonna play w/e is meta anyway.


    EDIT Bring back DRK HW gameplay, please stap adding more OGCD's that just do dmg or 10% mitigation.
    (7)
    Last edited by Valknut; 10-11-2023 at 11:07 PM.

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