Because when I queue into something and get a healer that has exactly 0 clue what they're doing despite having all level 90 healers, I know I'm going to be able to get through it, even if I have to drag them kicking and screaming.
But "too angry to die" is just another way of saying "immortal" and no job should have "immortality" as their job identity. That is just bad game design and unfair towards every other class.So, speaking from purely a warrior standpoint, I don't think the solution to making healers more interesting/more impactful is to remove a lot of sustain from other jobs, but specifically, of course, warrior. On the topic of job identity, warrior actually has one. As has been said before, it's "too angry to die." If you take away the "to die" part, you're just left with "angry," which is... certainly not nearly as appealing. Making the other tanks more like warrior in terms of sustain was probably questionable, although I do agree with the buff they gave living dead, because an invuln where you pop it and die anyway is dumb.
That's all to say, the correct solution to making anything more interesting is never going to be to make other things less interesting.
Last edited by Loggos; 06-15-2024 at 04:11 AM.
consistently i have found during this whole situation that warrior mains are some of the most self-centered players in the game.This is the circular logic that Warrior use to maintain the status quo.
''Don't nerf, nerfs are bad''
''Don't buff, buffs are bad''
And if that doesnt work.. ''Muh job identity'' After you've already cannibalised every single tank identity.
There is no niche in the tank role anymore. No buffs, no nerfs.. So in other words, keep things as they are.
If Warrior is a problem, does the *entire* game have to warp around it?
Just nerf Warrior, it's not a big deal. Warrior is not special. If Job identities of the other tanks didn't matter either, neither should Warrior's.
anything that isn't about them, they hate with a vitriol so bitter and deep that if someone else has fun or wants to have fun, they throw a hissy fit because they WANT xiv to be a single player game that caters to their "i solo the game" fantasy, while everyone else is forced to be their personal cheerleaders.
at least how that's they've been acting through this whole situation.
selfish. entitled. crybullies. who want to call anyone who disagrees with them entitled crybabies.
reminds me of the popular teens when i was in high school... 15-20 years ago. shame they never grew out of that mentality.
and they do keep proving me right below lmao.
Last edited by TheDruidOcelot; 06-15-2024 at 04:58 AM. Reason: Kazmarek is incapable of proving me wrong, and does nothing but act like a spoiled 12 year old below
Indeed.As a Trinity game, no class should be able to just operate independently from having a team, and the Warrior is the worst offender of this - probably followed by Paladin. They definitely need something to tailor their self-healing.
(At least when I'm on Paladin I get yelled at to stop using Clemency as it's a GCD time waster lol).
In other games, a tank without the support of a healer would drop dead within the first 10-30 seconds of a boss fight.
I do hoever think that the "problems" with healers and tanks in FFXIV is caused due to SE finding ways to make them less stressful for players to play as.
Years ago there was this huge problem with people complaining about the stress and anxiety caused from playing those roles.
So I don't know how SE would be able to make them more important without causing the same problems to the players.
A lot of players in FFXIV enjoy this game because it's not as stressful like other MMOs out there.
It very much is a problem, and it is setting the new standard.
You openly admitted that making the other tanks more tanky was questionable when Warrior is still leading the pack *by far*.
Being overpowered is not a job fantasy, it's just being overpowered.
''Too edgy to die''
''Too American to die''
''Too holy to die''
See how shallow this all is on paper under the context of the jobs you don't care about, just to justify a ridiculous amount of sustain that's starting to hurt the gameplay integrity of other roles?
Tanks need nerfs, not buffs.
So what you are saying is players shouldn't have to hold healers to any standards whatsoever, and that instances should essentially be able to be completed healer-free.
The answer to this issue is not Warriors invaliding the healer role entirely so the presence of a healer doesn't matter. In this scenerio you described, what should happen is the group fails. That healer then needs to evaluate their gameplay and develop some skills. Then the group replaces that healer with someone who actually heals so you can finish.
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?
Unsub and you’ll make a difference. This won’t lol
Paladin Identity is... actually I'm not really sure the jobs quests weren't very good,
DRK solos the temple knights in one of the early quests through the strength of the abyss and their own pain, Living Dead's cooldown should be 25 seconds to be consistent with the job fantasy,
Gunbreaker uses carts to project defensive shields so they should basically never take damage under all their aetheric barriers, just remove Carthasis of Corundum and Brutal Shell should be a 12k potency barrier instead,
"Job fantasy" is not an excuse to keep in abilities so broken they're warping a different role when it's supposed to be a multiplayer game.
You are aware that healers did have a couple more damage buttons in the past right?According to achievements you haven't cleared a single Savage tier this entire expansion. No disrespect, I should have clarified more that just participating in that content, but you're not the crowd I'm talking about. High level healer play, introducing a combo and additional DPS moves to track would make the job almost comically complicated. Little additions/interaction changes as someone else mentioned would be fine, even welcome, but I keep seeing people ask for full-on rotations and I think it's frankly insane.
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