



WAR gets a warcry which is so intimidating that you get up and keep fighting?
I mean if a tank would get a raise then it would be WAR, because of course it would be WAR.
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.



I mean, we did have a tank raise in the game for quite some time, actually. Just.. out of combat.
If we're going to talk about fantasy fulfillment, Paladin would be pretty much perfect for it. It's the only tank with a GCD heal so far, so.. I think it would fit the holy theme quite nicely.
If we're talking balancing, well sure. Why not. If you remove it from casters and give it to tanks, that means the casters will finally be balanced, right? That implies they are balanced that way to begin with, and we all know they absolutely aren't (summoner enjoyers will remember how wildly inconsistant this issue was, raise being available or not).
Personally, I have 0 issue with every single job having access to raise, because ultimately, the person being penalised is the dead one (aside from the lost GCDs for the raise caster, which is pretty consequent in itself, for sure). You can't clear savage with too many deaths.. and it would solve the issue of healers/DPSes dying during a boss in dungeon except the tank.
If tanks weren't functionally immortal, I wouldn't mind so much if they had a raise, but since raise is the last healer thing that we have in dungeons... I'm hesitant to use the words "Red Line" but I suppose the line does have to be drawn somewhere.




Personally, that's one of the worst ways that I can think of to solve the issue of healers or DPS dying in a dungeon, it's the the death of the current healer role by a thousand cuts in the game.I mean, we did have a tank raise in the game for quite some time, actually. Just.. out of combat.
If we're going to talk about fantasy fulfillment, Paladin would be pretty much perfect for it. It's the only tank with a GCD heal so far, so.. I think it would fit the holy theme quite nicely.
If we're talking balancing, well sure. Why not. If you remove it from casters and give it to tanks, that means the casters will finally be balanced, right? That implies they are balanced that way to begin with, and we all know they absolutely aren't (summoner enjoyers will remember how wildly inconsistant this issue was, raise being available or not).
Personally, I have 0 issue with every single job having access to raise, because ultimately, the person being penalised is the dead one (aside from the lost GCDs for the raise caster, which is pretty consequent in itself, for sure). You can't clear savage with too many deaths.. and it would solve the issue of healers/DPSes dying during a boss in dungeon except the tank.
Rather than adding raise to tanks, I would rather add, for example (a) a self-raise only to healers (b) stronger mitigation/shields that can be applied only to the healer. I've seen both in other games, as healers were a step above casters in terms of squishiness.
Edited: Also, if you add raise to every role- I can just imagine the confusion, why no one knowing who will raise, any then no one being happy if they have to raise. So someone ends having to do it. So at the end- why not end up with a role that is designed to do it efficiently?
Last edited by IDontPetLalas; 12-20-2024 at 01:19 AM.



Something I have thought about, is that piety should probably lower the mp cost of raise and also hasten the cast time. However that would the bare minimum and also should do some other stuff.
Almost 1k pages. I am so happy for you guys.




Lol. But anyway...
Years ago, Piety's first impression (without reading the description) struck to me as a 'mastery stat'-equivalent from another game. Of course that kinda disappoints me real quickly but I did mused some ideas in the off times such as:
- WHM: Reduce the length of target's weakness/brink of death upon raising, may stack up to 75% reduction. Also give the WHM a low chance to completely negate Weakness/BoD penalty on raised target.
- SCH: extends the effectiveness of their buff and debuffs (except Bios). How long are the extensions, I don't know, maybe close to double(?).
- AST: Increase the radius of all AoE actions, up to double the amount at maximum(?) piety.
- SGE: Idk since the idea was conceived in early 5.2. Maybe give them the haste?
Ofc that oughta make gearing all 4 healers a pain if you don't wish for all the same piety.
"Outside obvious jokes/sarcasm, I aim to convey my words to the future readers who may come across mine posts. Can I change -your- mind, somehow? Potentially... but that's not why I'm writing. You and I have wrote our piece(s). We don't necessarily need to change each other's mind. But we can change other's."



It would of added variety if sub stats did different things for different classes but again that comes at the cost of making it a pain to meld.


We have had so many "red lines" crossed by the devs when they give more healer tools to other jobs (especially warrior) that the playing field looks plaid.
I have all but given up hope that healers will get to remain healers in the future, 8.0 and beyond. I expect that we will become another form of magical ranged damage and all of the jobs will get some form of self healing, functionally removing healers.
I hate being this jaded over the whole situation but we have not received any meaningful assurances that healers are desired, let alone needed.



If every job receives the ability to raise, then making health bars go up should return to being the sole purview of the healer role.
The reason healing was given to everyone else is to lessen the burden on the healer role, so if everyone can raise a dead healer, then this advantage isn't required anymore.
Giving jobs like the tanks the ability to raise and allowing them to keep the ability to heal would not result in balance, it would just be propping up the importance of one role over all the others. Balance means every role in the party having their own importance, if you remove one advantage entirely from a role, you need to give them another to replace it.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote




