
You should've played better, then. You've got two healers, why did both of them die? And if it's as simple as not standing in orange circles, why did you die in the first place?What about when I queue into a trial and both healers die, the WAR doesn't bother to try to keep any of the dps alive so they wipe to raidwides then because he's an antisocial freak we have to stay dead for 30 minutes so he can pretend like picking the immortal tank and managing not to stand in orange circles is impressing us all?
Last edited by Kazmarek; 06-15-2024 at 04:16 AM.

Unsub and you’ll make a difference. This won’t lol
I do think WAR's sustain is overpowered but Raw Intuition and Bloodwhetting are also the core identity of the job and what makes warrior so much fun.
As a WHM main (who also plays WAR), I do think they need to keep the ability but tone it down the potency a little or increase the cool down time.
Maybe there needs to be a debuff or other mechanic to decrease DPS or increaae physical/manage vulnerability after use so it's not just a no thought action that completely ignores the need for any healing. After all warrior is supposed to be sort of a berserker so it makes sense there is so punishment for going all in for a period of time.
Overall I do think jobs need some self sustainability. Especially for when not in party but any sustainability should come at some form of cost if the team isn't willing to cut back on potency or cool downs.
Thanks for showing that raidwide damage is so irrelevant to tanks that even reading a post that explicitly says dps died to it you can't even fathom it exists.
You know whats really sad when I think about it? The most fun and challenge I ever have tanking in casual content is using my kit to deep DPS alive after healers go down and try to finish the duty while still tanking. That level of engagement should be what the healer role gives by default. There really truly is no trinity system in this game.
Last edited by Len_; 06-15-2024 at 04:37 AM.

As well it should be. What, you want tanks to be as squishy as dps? Raidwide damage is for the rest of the party, not the tanks. That's what tankbusters and autoattacks are for. Come on, you can do better than this.
Let's not pretend that we need healers to survive tankbusters either.
Yes, Warriors/Tanks are not the main issue as the problem has been here before the stupid amounts of buffs they got.
Healers have the problem. They basically got a leg cut off. A big part of the issue, however, is that Tanks come up to the healer and start to rub salt in the wound saying they are helping. Then you see Warrior come around the corner with a 5lb bag of salt and lemons.
But it wasn’t the core identity back in heavensward and stormblood. Or before in arr kinda strange that people say it now is after they made it op.I do think WAR's sustain is overpowered but Raw Intuition and Bloodwhetting are also the core identity of the job and what makes warrior so much fun.
As a WHM main (who also plays WAR), I do think they need to keep the ability but tone it down the potency a little or increase the cool down time.
Maybe there needs to be a debuff or other mechanic to decrease DPS or increaae physical/manage vulnerability after use so it's not just a no thought action that completely ignores the need for any healing. After all warrior is supposed to be sort of a berserker so it makes sense there is so punishment for going all in for a period of time.
Overall I do think jobs need some self sustainability. Especially for when not in party but any sustainability should come at some form of cost if the team isn't willing to cut back on potency or cool downs.
Pure coincidence I’m sure
100% agree and the core identity of jobs should and do change over time.
Though, with warrior the change has seen a ton of praise and I'd hate healer woes to take away from other players experience. Especially with the increasing mindset of healers aren't needed. And yes, at the same time healers shouldn't be forced to suffer to make other roles happy either.
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