Page 1072 of 1128 FirstFirst ... 72 572 972 1022 1062 1070 1071 1072 1073 1074 1082 1122 ... LastLast
Results 10,711 to 10,720 of 11273
  1. #10711
    Player
    Tint's Avatar
    Join Date
    Aug 2013
    Location
    In the right-hand attic
    Posts
    4,351
    Character
    Karuru Karu
    World
    Shiva
    Main Class
    Fisher Lv 100
    Quote Originally Posted by CKNovel View Post
    Running 2 paladins was better in ARR, there was no penalty for double jobs back then and WAR only had a tank stance.
    It's only until HW that WAR got a lot of fixes and had a strong DPS while Paladin fell down due to many reasons related to TP or its identity as a physical tank without physical encounter.
    WAR got fixed in patch 2.1, so shorty after ARR release.

    When WAR got buffed they basically added PLD mitigation on top of the (slightly nerfed) self heals and better dps and WAR was the best tank from 2.1 onwards. Holmgang only had a 3 minute cooldown back then, Vengeance a 2 minute cooldown compared to PLDs Sentinel with 3 minutes, Inner Beast was the first on-demand "cooldown" with 20% mitigation. WAR had more mitigation than PLD back then thanks to the shorter cooldowns. Plus party mitigation with Storm's Path and raid dps with Slashing debuff (at least when they added NIN later in ARR, before that you could make little use of it).

    https://na.finalfantasyxiv.com/lodes...c43828a#battle (there is an error, it says Brutal Swing instead of Marauder)

    When they added the dps stance for WAR and Fell Cleave in HW the balance was completely off, but WAR was powerfull even before that. It was only between 2.0 and 2.1 that WAR was useless. WAR could not even reach the accuracy caps for Coil T5 without the axe from the ex primals they added in 2.1 if I remember correctly. The job was a complete oversight.
    (1)
    Last edited by Tint; 03-09-2025 at 01:05 PM.
    It’s a good thing not to answer your enemies. I scarcely ever do. Perhaps Emily is more like me than I am like myself. Perhaps she would rather not answer her friends, even. She keeps it all in her heart.

  2. #10712
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    2,134
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Alice_Rivers View Post
    I've said previously, I'll say it again, adjusting tanks kits (and I stress adjusting) is only part of the answer and alone simply treats a symptom of the problem rather than addressing the problem itself. If nothing does enough damage to threaten us then what need is there for tanks? Much less healers. Therefore while reining in the most egregious tank skills is something that should happen, it should be in conjunction with a general rebalance of incoming damage throughout the game. I did Copperbell Mines just now and a telegraphed AOE on second boss did more damage than first boss' tank buster, my pocket tank who previously defended this tank buster when I mentioned it to them previously suddenly saw my point, it did 95 damage to them with no mits that I saw, that is to say "it did nothing, if not for the flashy effect it wouldn't have been noticed at all". Sure, this is baby's third dungeon and baby sprout is learning, so why are they being taught that what tank mechanics exist are completely ignorable?

    While I might not advocate for the first tankbuster you see being multiple times the tank's HP and insta-killing an unsuspecting player (though I DO advocate that past level 50, your basic tutorial is OVER at that point, time to start improving your play), it should be enough that both tank and healer are forced to pay attention and learn that tank busters are actually a threat.
    Thank you, I find this post refreshing and actually doesn't aim to just blame tanks or dps for healer issues, I think it's important that yes some skills are overtuned on tanks, bloodwhetting for example you can never balance that skill to be fair in a AOE situation. In general it's a issue with How little tanks take.

    I also believe bosses could even make use of skills like intervention, TBN ect. Where a ally healer or dps will take high damage, Either the tank or healer can be enough to save them, instances of high AOE damage and DOT debuffs with raid wides ect, Let pulls hurt even more, let me do even more big pulls as a tank (like mt.gulg that dungeon had some pretty thrilling pulls)

    Let us actually Use our kits as tanks and healers. This is the more productive path of actually making both roles feel good in dungeons, raids ect, also have this reflect on hard content where healers and tanks are both needed.
    (0)

  3. #10713
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    7,209
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    I think you’ll find there is few people here who don’t see that the unbalance of the trinity originates from tanks functionally not having a role mechanic. That’s commonly understood and few people disagree with that

    The thing is though this thread is primarily about healer grievances. Like sure I sympathise with tanks functionally not having a role mechanic, but to me as a healer first and foremost tanks doing my role because they don’t have a role is more important to me than fixing tanks lack of a role because if they fixed tanks lack of a role right now they’d probably just leave the self healing in and healers would still have nothing

    Tanks need more to do and more reason to interact with their kit so that they don’t fill the void with healing, but in the healer thread the problems of tank healing usurping the healer role are more important than why tanks are usurping the healer role. Especially since when tanks shoved us out we didn’t get anything in compensation, we are still designed like the tanks are as squishy as your average caster

    I don’t hate tanks (tanking is my secondary main) but you have to understand you are going to find limited sympathy for the lack of tank mechanics here when the lack of tank mechanics just caused them to usurp healer mechanics with little compensation
    (7)
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  4. #10714
    Player
    BDBlaffy's Avatar
    Join Date
    Jun 2024
    Posts
    4
    Character
    Kuwi'a Khyuu
    World
    Mateus
    Main Class
    Sage Lv 100
    I just want to point out that Aurora is no where near close to being "weak/not worth it". In it's current iteration, even accounting for the maim and mend trait on healers, it does a total of 1260 healing potency (again potency that is adjusted to match what a healer role heal potency is) on a single use, is an oGCD, has 2 charges, and is only on a 60 second cooldown. Simply in raw mathamatical terms, this is an insane amount of healing output for a non healer role to have. It's literally more powerful than a lot of healer oGCDs, and encroches on the pure healer's GCD regens like Aspected Benefic or Regen which are both only 1500 potency. Every tank in the game has egregious amounts of healing, it's not just Aurora. But I just wanted to say that in terms of pure mathamatics calling it any varient of weak is just factually incorrect.
    (2)

  5. #10715
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    7,209
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Yeah I think in the soup tanks have lost sight of just how powerful their buttons are. The amount of people who’ve dismissed my point that HS’s heal is way too strong is hilarious

    Like it’s a 40% mitigation with a 700 healer potency heal on like a 20 second CD. That’s the kinda healing your healer should be putting out, not your tank
    (1)
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  6. #10716
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    4,257
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    I feel like people finding Aurora 'weak' because they are more susceptible to becoming overheals, does not comes as a burst heal, or combination of both. To give people a perspective, I did a bit of firsthand testing in-game without accounting criticals.

    GNB (i727)
    Aurora (60s) = 69k in total.
    HoC (25s) = 34k. Adding this just for an extra!

    Now compare that to...

    WHM (i727)
    Tetragrammaton (60s) = 36k.
    Regen (GCD) = 82.5k. Adding this one here as an extra as well!

    I like to use Tetragrammaton as a comparison to Aurora because both come with 60s. Both has 2 charges by capstone level. If people feel better by looking at HoT to HoT comparison, sure we have the recently added DT Ewer which amounts to... 54.4k healing per shot. With what's effectively a 2m cooldown. Is Aurora obscenely powerful? Well if you compare that to Bloody-whetting, everything just pales in comparison. But that's still yet another small prick of an issue being added to the camel's back. One Aurora from you = One less 'Tetra'/<insert any oGCD here> from me. Even more mindless spamming for me.
    (1)

  7. #10717
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,660
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    I want Tank mains and/or SE to answer, simply:

    Take Dawntrail PLD.

    1: Replace the 400p selfheal of Holy Spirit/Circle, Confiteor, and the Blades combo, with a 400p self-barrier effect that lasts 9s. Additional applications add more 'layers' (like Panhaima), so that you don't 'lose' effectiveness by using the Blade combo (which would overwrite a non-stacking barrier). Adding a new 'stack' refreshes the 9s timer, so timing your Holy Spirit proc usage to extend your self-protection duration could be an interesting new optimization avenue.

    2: Replace the 4 ticks of 250p selfhealing from Holy Sheltron and Intervention, and replace them with '4 layers of 250p of barrier' that last for 12s. Using a second Holy Sheltron adds another 4 stacks, but only refreshes the duration to 12s.

    3: Clemency stays as a 1000p heal, as it is not causing much of a problem due to being a GCD (ie it has a cost to your damage to use it)
    With these changes in mind, how does this improve/detract from PLD gameplay?

    I would argue that this would not nerf PLD, but actually BUFF it, as you'd have a 'free' 250p barrier attached to any Holy Sheltron you happen to use, 'overhealing' with the effects is not possible (instead you just run the risk of the barrier expiring before it gets used up), and all of the potencies being 1:1 means that you would have the same amount of 'self sustain', just, instead of it being via 'restore own HP', it's 'protect own HP from going down in the first place', which I think is far more thematic to Tanks. It wouldn't suddenly solve every issue with Healer gameplay, of course, but we gotta start somewhere, and this seems like as good a place as any

    The same changes can also be applied to other Tanks as needed
    (1)
    Last edited by ForsakenRoe; 03-09-2025 at 10:46 PM.

  8. #10718
    Player
    CKNovel's Avatar
    Join Date
    Aug 2019
    Posts
    1,915
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Supersnow845 View Post
    The thing with Aurora is why does it even exist? Like there is nothing thematic about it, and I think this is becoming a wider problem with tank healing.
    It's only to be the "self healing button", GNB has no healing tools but at the same time it's so weak you'll be at full health at half its duration or the incoming damage will stop.

    I don't disagree Aurora doesn't thematically fits a tank, even if it was buffed to a point where it's relevant enough, it's still not fitting for a tank.
    If you want my two cents, it should be a shield that slowly builds up, the effect would be similar, the HPS would be similar but it would see a lot more different plays. Or keep the HoT effect but add a bonus on healing received, which would thematically fits better the tank role.

    Thought as Alice pointed out, it's a game issue. As long as we remain in this HP game trap, you'll still see Healerless/Tankless clears.
    (2)

  9. #10719
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    2,134
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Supersnow845 View Post
    Yeah I think in the soup tanks have lost sight of just how powerful their buttons are. The amount of people who’ve dismissed my point that HS’s heal is way too strong is hilarious

    Like it’s a 40% mitigation with a 700 healer potency heal on like a 20 second CD. That’s the kinda healing your healer should be putting out, not your tank
    Just to Counter this

    1. It's not even close to a "40%" mit, but to a extent I agree the Mitigation part should be more weak I'd value it at just making it one 20% instead of two 15%'s stacked.
    2. It's limited to single target, Veil and shake are the only cases of AOE Healing, despite that I do think shake is too strong with the regen aspects, though I can agree that maybe we shouldn't really have the AOE heal on tanks even if its a weak 200-300 healer equal potency.
    3. It's a regen not a burst heal, regens tend to be stronger in total potency at the cost of being slow, despite this one lilly skill from white mage already beats it ontop of white mage having other skills.
    4. Holy Sheltron is based on auto's which makes it a non consistent 21s cooldown.

    Not to say I'm not against removing healing from magic attacks on pld (that's a instance where it stacked with HS is too much) it's actually something I want I don't think it fits the theme of a paladin to heal from attacking a enemy personally. Holy sheltron on it's own is in no way comparable to the amount of healing a healer brings, I also disagree with aurora being buffed I've said this and i think the excog needs to be halved in potency

    These "additional effects" also set the cooldowns apart at least making them somewhat different such as PLD having a HOT, while GNB has a burst heal.

    I think it's you thats lost sight on tank cooldowns because you see a tank in a dungeon do your job for you and you see it as "well it's obviously the tanks fault for having too much healing cooldowns!" but in reality its the Mitigation and the lack of outgoing damage being the reason why you dont really need to heal.
    (0)
    Last edited by Rithy255; 03-10-2025 at 04:13 AM.

  10. #10720
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    7,209
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Rithy255 View Post
    I think it's you thats lost sight on tank cooldowns because you see a tank in a dungeon do your job for you and you see it as "well it's obviously the tanks fault for having too much healing cooldowns!" but in reality its the Mitigation and the lack of outgoing damage being the reason why you dont really need to heal.
    The thing is whether outgoing damage is too low or not (it is) every tank heal is one heal a healer doesn’t need to press. It is not lost on me how strong mitigation is and how low outgoing damage is but in a world where the damage is low enough that the tanks and healers are fighting over who’s healing gets to heal the limited amount of damage it should be the healer healing that damage. That’s not to say damage shouldn’t be higher anyway to allow both to meaningfully contribute but the answer to “there is so little damage tanks can heal it alone and square won’t fix this” is just as much to allow the healers to actually heal this limited damage rather than throw our hands up and go “well tank healing would be roughly balanced if more damage went out”

    Every HS is a heal I don’t need to press, every blade combo is two heals I don’t have to press, depending on the situation intervention can be up to 3 heals I don’t have to press, BW has infinite potential, equilibrium is a heal I don’t have to press.

    Removing these heals wouldn’t “fix” healers but it would be a marked improvement. Why is maintenance of tank gameplay more important here
    (4)
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

Page 1072 of 1128 FirstFirst ... 72 572 972 1022 1062 1070 1071 1072 1073 1074 1082 1122 ... LastLast