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  1. #11
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,356
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    sry for doublepost the other one is very long

    Quote Originally Posted by Tigore View Post
    Nerfing the tank and DPS party mitigation would get the job done too. Although ... we immediately get met with resistance and backlash if that is the only method we use ... >.> It was what ForsakenRoe mentioned, so she thought that buffing the encounter damage more would be accepted more or not noticed as much. It may seem like a roundabout way to fix the problem, but maybe it can add some more new mechs for us to have fun with if Square can pull it off.

    1. Increase the frequency of tank busters

    2. Increase the boss' auto attack damage
    We've seen in this very thread, many Tank players have not taken kindly to the suggestion that their fun (read: healing for their whole HP bar each GCD with Bloodwhetting) has to be impacted, in order for the Healer role to have more fun added to it. An external system would stand a much stronger opportunity to be accepted as a way to rein in the power level of these non-Healer actions, without directly reining them in via numerical tuning or outright removal.

    Here's an example: Think about Interruptible Actions. The first pack in Dohn Mheg, you can Interrupt one of the enemies to prevent it from empowering one of the plant thingys. Or Hermes in Ktisis Hyperborea. If the Tank does the Interrupt, the amount of healing we have to do as Healers is directly affected, they do less damage because the cast was Interrupted and they didn't get a damage+ buff. But we never say 'damn that Tank's taking all the fun out of my job by Interrupting that add' because it's an external mechanic that is dedicated to being 'Tank gameplay'. So, if such a thing existed for Healers, an external mechanic that any role can try to participate in and help out, but only a Healer can truly resolve (EG a Tank can apply a barrier to block the effect on themselves, but they cannot get all 8 players every time it's applied due to the CD), then I think that stands to be much more accepted by all sides of the playerbase, as Healers would feel they've got a mechanic dedicated to their role to solve, and NonHealers would feel that they can use their utilities to help out at times (without solving the mechanic completely on their own). But EG: in a situation where A BRD clears their own Aetherblight because they used Warden's Paean on themselves, I expect they'll think 'hell yeh I was able to use this utility for this mechanic that's cool', not 'damn this sucks why can't I use this action on everyone and do the healer's job for them'

    As for 1: I've never understood why we have a CD of 25s on Provoke. If it were say, 10s, it'd allow us to have more fast paced tankswapping in certain encounters. Not that every fight has to have faster-paced tankswapping, but it'd be nice to have the design option available

    As for 2: If an enemy were to apply 50% of their attack as actual damage, and 50% as the Aetherblight debuff, we could see a fight design where the tanks have to swap because of the building debuff, and once they swap, the tank who has aggro will be building up Aetherblight from taking autoattacks while the 'offtank' would be healing their own Aetherblight away with their selfhealing tools. And this would allow certain design elements, such as how WAR's Nascent Flash allows them to heal both their own Aetherblight, but also helps their co-tank's Aetherblight level stay lower (meaning they don't have to swap back as fast). Or Cover from an OT PLD could allow the MT to get some extra seconds to clear some of their Aetherblight (and not build more because the PLD's taking it), extending their time as the MT for a bit longer, etc.
    (4)
    Last edited by ForsakenRoe; 01-02-2025 at 06:29 AM.