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  1. #11
    Player
    Saraide's Avatar
    Join Date
    Jun 2021
    Posts
    2,999
    Character
    Saraide Derosa
    World
    Odin
    Main Class
    Dark Knight Lv 100
    If the devs continue on this path of putting more and more powerful heals on tanks then they should go all the way and reduce from a trinity to a duality of just dps and tanks. This half hearted approach is the worst of both worlds. Healers are less and less needed for their healing but their damage aspect is mindnumbingly boring. Job design in pvp is much more coherent in what it is trying to achieve and it has dialed back the trinity immensely.
    I think SE needs to decide on one approach. Embrace the trinity and dial tank sustain back massively or embrace pvp logic and make every job a dps with different extras and built in healing. Both are valid approaches, this current middle path pve job design is on is not.
    (4)
    Quote Originally Posted by Orinori View Post
    Aren't you the same Saraide who makes every savage pf blacklist you because you can never do a mechanic correctly and constantly causes enrage wipes? Pretty ironic to read this lmfao

  2. #12
    Player
    Rehayem's Avatar
    Join Date
    Aug 2019
    Posts
    754
    Character
    Yasu Naoya
    World
    Malboro
    Main Class
    Gunbreaker Lv 100
    I was sure healers are there only to fill up the queue for people?
    (1)

  3. #13
    Player
    Eraden's Avatar
    Join Date
    Jan 2022
    Posts
    1,229
    Character
    Mao Xifeng
    World
    Adamantoise
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Saraide View Post
    If the devs continue on this path of putting more and more powerful heals on tanks then they should go all the way and reduce from a trinity to a duality of just dps and tanks. This half hearted approach is the worst of both worlds. Healers are less and less needed for their healing but their damage aspect is mindnumbingly boring. Job design in pvp is much more coherent in what it is trying to achieve and it has dialed back the trinity immensely.
    I think SE needs to decide on one approach. Embrace the trinity and dial tank sustain back massively or embrace pvp logic and make every job a dps with different extras and built in healing. Both are valid approaches, this current middle path pve job design is on is not.
    Mao found, playing GW2, that the "everyones can do everythings approach" quickly boils down to one single class becomings top dog. This style grinds away complexity in terms of fights and composition of groups. Only savings grace in GW2 was field effects whats allowed classes to modify and augment other classes attacks. This kind of thing not exists in FFXIV though. If FFXIV were to homogenize jobs even further, in Mao opinion, would be unmitigateds disaster.
    (4)

  4. #14
    Player
    Kes13a's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    2,841
    Character
    Etherea Stormaire
    World
    Zalera
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Saraide View Post
    If the devs continue on this path of putting more and more powerful heals on tanks then they should go all the way and reduce from a trinity to a duality of just dps and tanks. This half hearted approach is the worst of both worlds. Healers are less and less needed for their healing but their damage aspect is mindnumbingly boring. Job design in pvp is much more coherent in what it is trying to achieve and it has dialed back the trinity immensely.
    I think SE needs to decide on one approach. Embrace the trinity and dial tank sustain back massively or embrace pvp logic and make every job a dps with different extras and built in healing. Both are valid approaches, this current middle path pve job design is on is not.
    I agree with this. I enjoy healing. (yes, my parents said I was dropped on my head as a child) but the path SE is wandering down seems to be less about the trinity and more about solo style play.

    its pretty telling to enter roulettes and HOPE for an incompetent party so I can get a challenge for healing (but if its a war tank, I can almost kiss that hope goodbye regardless of their skill level)
    (2)

  5. #15
    Player
    E4EO's Avatar
    Join Date
    Jul 2019
    Location
    Gridania
    Posts
    306
    Character
    Samuel Wolcott
    World
    Leviathan
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Rehayem View Post
    I was sure healers are there only to fill up the queue for people?
    Correct

    If SE could remove healers and give tanks and DPS's ways to heal themselves they for sure would, the only time healers are consistently needed to heal is alliance raids. SE is clearly biased against healers given how they've been sidelined this bad for two whole expansions with near constant feedback on their own forums.

    Tanks and DPS fulfil their part of the trinity, but healers are barely clinging on, their damage kit isnt even a kit it's so barebones, and with the right team comp, they AREN'T EVEN NEEDED to heal certain content, from dungeons all the way to ultimate!
    (2)
    Last edited by E4EO; 05-03-2024 at 09:00 PM.

  6. 05-03-2024 09:08 PM

  7. #16
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,241
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Jessica_VS View Post
    I enjoy the specific roles of tank, healer, and DPS, and I do not enjoy games that deviate from this (e.g., Guild Wars 2), whatever their other strengths may be.

    I love healing and playing supporting roles.
    Except in this game if you wanna heal you play tank which is somehow the worst of both worlds
    (6)

  8. #17
    Player
    LaylaTsarra's Avatar
    Join Date
    Feb 2014
    Posts
    4,910
    Character
    Y'sira Kurai
    World
    Halicarnassus
    Main Class
    Conjurer Lv 100
    Quote Originally Posted by Jessica_VS View Post
    I enjoy the specific roles of tank, healer, and DPS, and I do not enjoy games that deviate from this (e.g., Guild Wars 2), whatever their other strengths may be.

    I love healing and playing supporting roles.
    I love healing too and enjoy it a lot. Doubt they're about to change the trinity system and the option to play different party styles does exist.
    (1)
    Last edited by LaylaTsarra; 05-03-2024 at 09:43 PM.

  9. #18
    Player
    Ardeth's Avatar
    Join Date
    Apr 2016
    Location
    Ul Dah
    Posts
    1,015
    Character
    Peter Redhill
    World
    Halicarnassus
    Main Class
    Dragoon Lv 100
    Gw2 makes the lack of trinity feel awful. Even they gave in and made a soft trinity. It just works, and it's moronic to deviate from it. It always plays like muddy garbage, and you alienate the players who like tank and healer. It's just dumb.
    (4)
    "You haven't proven that it is safe, you've (only) proved that you can't figure out how it's dangerous."

  10. #19
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    2,929
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by E4EO View Post
    Tanks and DPS fulfil their part of the trinity, but healers are barely clinging on, their damage kit isnt even a kit it's so barebones, and with the right team comp, they AREN'T EVEN NEEDED to heal certain content, from dungeons all the way to ultimate!
    Even tanks are barely holding on when it comes to their role responsibilities. They mitigate tank busters and that's about it, holding aggro is automatic and everything else has been "streamlined" out of the game, they're basically gimped DPS that can take a big club to the face every few seconds.

    Only thing saving them currently is that their dps kit and gameplay aren't quite as depressing as healers', but CBU3 is certainly trying it's best to rectify that.


    Quote Originally Posted by Ardeth View Post
    Gw2 makes the lack of trinity feel awful. Even they gave in and made a soft trinity. It just works, and it's moronic to deviate from it. It always plays like muddy garbage, and you alienate the players who like tank and healer. It's just dumb.
    Last time I played GW2 had a soft trinity. You had support that could specialize heavily into healing, problem was they were either a requirement or could be safely ignored depending on the encounter and often those supports would also fill the tank role at the same time.
    (5)
    Last edited by Absurdity; 05-03-2024 at 10:11 PM.

  11. #20
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    1,823
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    The trinity system is a out dated concept in a game that prioritises 90% fight design 10% Job Design, The identity behind a Healer and Tank has been lowered with each expansion to make them less alien to DPS players, but have stripped them of what little made them Unique in the first place.

    Dps
    Currently the "best" out of the three, which is not surprising Dps is always the default pick for most players in a trinity system game due to less team reasonability's and generally being seen more fun on average (even if I usually prefer tanks/healers), DPS players generally have it good outside burst windows, I'd say phys ranged is where the most was took as having a "support-dps" hybrid is hard to design around the current design of the game, Melee DPS have it the best, casters are generally in a decent spot. Not much to complain here, but I'd be cautious of future DPS designs after seeing the summoner rework.

    Healer
    Healer's are well known at this point to infact be press one damage button and your dot while throwing a odd ogcd heal here and there, usually healers have enough resources that actually making a choice between damage output or healing isn't a choice you can usually do both at the same time, All healer support kits are very similar theirs not a lot that stands out most either heal, shield or mitigate which would be fine, but the low importance of these actions and not needing to use them often, just mainly in instances that are scripted, while also having a one damage button rotation leads to a very bland design in general.

    Tank
    Tank's while usually being the "least popular" and most "scary" role to get into with final fantasy 14 that's actually not really the case, Tanks at least in my servers tend to be quite a bit more popular then healers, The reason why though is because Tanks are practically slower easier DPS in FF14, With some utility, Aggro management isn't existent in ff14, Which would lead to more creative choices being able to be took, but in reality tanks get nothing much other then again being slow dps win aggro by default. Theirs not a lot to say about ff14 tanking its very simple, boring and samey very similar to healer design.

    Healers and Tanks are pretty much second thoughts to DPS, I think it's clear that more attention goes to DPS design because it's the most popular which means it becomes even more popular by default. Heck I even stopped "maining" Paladin after it's rework to play Black Mage, because the Design felt like it was just trying to copy other tanks which weren't for me...

    I hope for both tanks & Healers they can either get more intresting DPS kits or even make their gameplay and what they "should" bring to the table more fun & Interesting as it stands the current game could actually be reworked so every job is a dps... Look at PVP it's pretty easy to replace healers and tanks with how not important they are to the design of the game and fights.
    (5)

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