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  1. #1
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,044
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by GoatOfWar View Post
    I guess that's what happens when the online presence of War players consistently revolves around gatekeeping other supports, and insisting it's job identity being ''needs to be the best tank in all content'', and ''needs to break content that does not drop BiS''
    I find it strange whenever people claim WAR's entire identity should revolve around "too angry to die", isn't that basically being immortal? In what game would it be called remotely balanced for a tank to be basically immortal?

    Self-healing tank? Sure. But self-healing tanks usually come with downsides, such as very little (or none) flat mitigation, usually revolving around boosting their own HP temporarily to delay death.

    Note: "Delay death" not "Beat up boss from 100% to 0% without a healer in a fight designed for a 4 player party".
    (22)

  2. #2
    Player
    GoatOfWar's Avatar
    Join Date
    Jul 2022
    Posts
    976
    Character
    Pepper Oni
    World
    Twintania
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Aravell View Post
    I find it strange whenever people claim WAR's entire identity should revolve around "too angry to die", isn't that basically being immortal? In what game would it be called remotely balanced for a tank to be basically immortal?

    Self-healing tank? Sure. But self-healing tanks usually come with downsides, such as very little (or none) flat mitigation, usually revolving around boosting their own HP temporarily to delay death.

    Note: "Delay death" not "Beat up boss from 100% to 0% without a healer in a fight designed for a 4 player party".
    The problem is that War players insist *everything* is part of their job identity.
    There's a reason War choked out every niche in the tank role.

    They think they're too angry to die (Being immortal) is their job identity.
    They also think, that big healing is War's job identity.
    For some reason, War also needs to do big damage according to War players.
    But it also needs to have the best invuln. So yeah, there's just nothing left.
    (29)

  3. #3
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    4,063
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by GoatOfWar View Post
    The problem is that War players insist *everything* is part of their job identity.
    There's a reason War choked out every niche in the tank role.

    They think they're too angry to die (Being immortal) is their job identity.
    They also think, that big healing is War's job identity.
    For some reason, War also needs to do big damage according to War players.
    But it also needs to have the best invuln. So yeah, there's just nothing left.
    They’ve tasted the forbidden fruit and refuses to part ways with it.

    Unironically, SE’s slowness when it comes to ‘fixing’ these issues also plays a huge part on this conundrum. The longer this sticks out, the more likely it’ll attract the crowd that likes the problem itself while also driving away the players who abhors them. What’s left after is a totally different crowd.

    The same can be said on entire green role’s dumbing down.
    (14)

  4. #4
    Player
    Kacho_Nacho's Avatar
    Join Date
    Jul 2015
    Location
    Gridania
    Posts
    2,693
    Character
    Kacho Nacho
    World
    Coeurl
    Main Class
    White Mage Lv 99
    Quote Originally Posted by GoatOfWar View Post
    The problem is that War players insist *everything* is part of their job identity.
    There's a reason War choked out every niche in the tank role.

    They think they're too angry to die (Being immortal) is their job identity.
    They also think, that big healing is War's job identity.
    For some reason, War also needs to do big damage according to War players.
    But it also needs to have the best invuln. So yeah, there's just nothing left.
    This is a very insightful post. This thread had received a lot of pushback from warriors because we've been pointing out the elephant in the room.

    Anyone looking at the job from a detached point of view can see warriors need to be nerfed for the good of the game as a whole. Not only do they significantly diminish the contribution of healers, the overpoweredness of warriors is unfair to players of other tanks. This is especially true for dark knights, who've had to watch their abilities be taken away only to have better versions of those abilities be given to warriors later.

    Here's how I think tanks should be.

    1. Warriors = Abilities which boost health and damage temporarily through rage. Needs extra healing after health buff wears off.
    2. Paladins = Strong mitigation combined with abilities to protect the party. Does less damage than the other tanks.
    3. Dark Knights = Abilities which recover health from damage along with devastating attacks. Has to balance between using their MP to recover health or using it for their special attacks.
    4. Gunbreakers = Mobility and high APM play focused on weak mitigation and quick attacks. Balanced between using their MP for mobility to get in and out of harm's way, applying weak mitigation, or quick combos.
    (10)
    Last edited by Kacho_Nacho; 06-29-2024 at 10:42 PM.