They absolutely could design a tank with 2 dps buttons and the rest just enmity/mitigation
Infact, Provoke is an example of exactly this- it provides a huge chunk of enmity without doing a single point of damage.
Now imagine that on a 10 second cooldown which you had to keep spamming
Madge healers here be warned 99% of the player base.
A small minority of the playerbase is behind this. I have no trouble finding healers, people want to play the game so guess what, people will adjust. I'd say "healers adjust" but that's probably very triggering for you.
My suggestion for "adjusting" is to not heal at all, because it's what the developers want.
I don't want to come across in a hostile manner but I honestly don't see what this strike hopes to achieve.
If people participating are still going to play healer doesn't that defeat the point?
I get that it won't be with duty finder, but at the end of the day the role is still being played.
Wouldn't the impact be greater if people abstained completely from the role?
I also don't see disrupting gameplay as a viable option either.
If one queues into a duty and refuses to do damage whatsoever, that's something that can be reported.
If a tank were to not mitigate whatsoever, the same would apply to them as well.
You could try to argue with the GMs about it, but it would still be a violation.
Speaking from my own experience with healing, I don't see where people come from about them only spamming their attack move.
Things can go south very quickly, and typically as a healer I am healing regularly because the party fails mechanics or dies. I am able to attack here and there, yes, but it seems like the issue is being overblown. Outside of healing, I pay attention to tank busters and give extra mitigation such as aquaveil or I shield them if I'm playing sage. There is more to the role that I can be doing than restoring everyone's HP and trying to keep everyone alive.
Conversely, I've also had experiences as a tank where I've had to solo a boss that was near death in order to ensure the clear, rather than starting over.
I can see why it might make the healers feel as though they are not needed, but the point remains that healers ensure that the rest of the party are alive and well, as the role of healer is that of support.
That doesn't mean that I am against the message, that having more damaging skills would be fun because I agree, especially as someone who likes sage.
It seems like the main greivance is with warrior's skill bloodwhetting, as it is a pretty powerful mitigation tool that can heal the warrior to full very quickly. The other tanks, while they might also have self-sustain, can not compare to something like that.
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