And if I have to protect the healer more diligently, Cover serves a purpose again. My power fantasy when I play tank is to protect. I fully support this. As a tank, I want to protect the healer, too.Yes it should (except of course if the death of the healer happens when the ennemy is almost dead). That's why the healer is here in the first place. He/she is the lung of the team. He/she provides the vital oxygen.
However the other party members should be able to do more in order to prevent the healer from dying when he/she is in danger. The healer isn't supposed to bear the life of the team alone.
That's why "one-shot mecanics" are not really good in my opinion... It's too stressful for the healer, and by extend the whole team who has to pray for the healer to survive.
I agree that "Cover" is one of the coolest tool, but sadly we almost never have the opportunity to use it.
Retired healer
It's not a problem as long the optimal way to run any team content is with a full trinity team. If you dilute the unique qualities of the roles to much it gets more difficult to balance the content such that it still requires a full trinity team. It's obvious we are quite a bit beyond that point, every other dungeon in EW already made healer feel like an overly simple and weak dps job.I don't inherently see the issue with tanks getting better sustain - maybe it's because I mainly play dark knight and don't get the luxuries that warrior or paladin have, but I'd kill for something more. if my healer falls I get screwed hard. i don't think the healer dying should always spell the end of a run. thematically i also think red mage needs a little something more than just verraise and vercure. i get it's a dps but also like... it's a red mage lol.
And there is no reason for why the tank heals in your example have to be inherent/ogcd. If tank/dps heals all lowered their damage output significant but heals from healers did not, that would make it far easier to design content where a full trinity team is optimal, while still giving tank/dps the emergy heals you wanted.
Alright, then we basically agree. The issue people have with tank sustain is that in particular WAR can do that easily. Not only keeping itself alive but also the rest of the team.
Last edited by aiqa; 07-03-2024 at 12:23 AM.
I especialy think its silly to tell me indirectly my voice doesnt matter when my points are true no matter how hard my opponent is.
The Astro Cards dont get more fun and diverse just because i do a Ultimate @.@
Besides that i still can tell if a class is fun to play or not, if a design feels good.
While this Strike is about Healers the increasing design problems of ALL Classes is a problem and deserve attention and i dont need a Savage pass or stuff that needs Third Party help to quantify to have a opinion.
There are certain design paradoxes that make it neccesary that the goal or the design shifts.
You cant have a Healer Design that just focuses on healing while there is no need for that, while also being there for failstates when they dont want to have them.
We are not even allowed to be the dominant Supporter otherwise we would have a arsenal of goodies and tools for diverse buffs, debuffs, control and what ever.
When Healers are not suppose to have much damage options which in itself isnt that bad ,even when it makes it more monotone in MSQ stuff, but then there need to be something different for us to do besides the mini DPS.
I don't think the strike is working as people think it is. While true there are longer queue times, that can also just dismissed by the fact its double dps jobs for this expansion. After all, it was a known issue back in the day of long queue times with Stormblood where healers and tanks were playing the new, at the time, dps jobs of Red Mage and Samurai.
That it can honestly be chalked up to as a coincidence for long queue times.
all the more reason to expand visibility so people know why their queues are so bad:
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It's oh so funny when people come in and claim that the people participating in the strike are desperate.
Especially when the people opposing the strike feel the need to come in here everyday trying to convince everyone that the strike is dead.
I wonder who's the desperate one here?![]()
Yesterday the party tank (paladin) solo'd a dungeon boss because the healer died. It was a mid-expansion dawntrail dungeon. Most tanks are still too strong (I think DRK is more where the tank sustain should be). I asked the Paladin to wipe so that we could beat the boss together but they refused. Sometimes it really feels like this game was made for tanks to solo and everyone else doesn't matter.
Last edited by Local_Custard; 07-03-2024 at 02:19 AM. Reason: modified the wording to make more sense.
I love the men in this game
I finally return to the game! Current goal: getting all my jobs to 90
This is my issue with tank sustain right now, it's too strong and boss damage is too low. Tanks shouldn't be allowed to hold the party hostage for 5-10 mins while they slowly whittle down a boss from 70% to 0, especially when they can just... easily eat a stack marker without using an invulnYesterday the party tank (paladin) solo'd a dungeon boss because the healer died. It was a mid-expansion dawntrail dungeon. Most tanks are still too strong (I think DRK is more where the tank sustain should be). I asked the Paladin to wipe so that we could beat the boss together but they refused. Sometimes it really feels like this game was made for tanks to solo and everyone else doesn't matter.
Watching a tank solo a boss while everyone is dead is seriously a "Why am I even here?" moment since obviously the tank can just solo queue into a dungeon and solo it in its entirety, why would they even need the other party members except to make the clear times fasteR?
Watching forum drama be like
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