You should've played better, then. You've got two healers, why did both of them die? And if it's as simple as not standing in orange circles, why did you die in the first place?What about when I queue into a trial and both healers die, the WAR doesn't bother to try to keep any of the dps alive so they wipe to raidwides then because he's an antisocial freak we have to stay dead for 30 minutes so he can pretend like picking the immortal tank and managing not to stand in orange circles is impressing us all?
Last edited by Kazmarek; 06-15-2024 at 04:16 AM.
Healers need more damage buttons. Even in savage easily over 50% of my total actions (GCDs and oGCDs) are pressing a single button, this is not a proper rotation nor how a job should be designed. Besides past expansions show that healers can manage more damage buttons and flow and work even better.I generally agree with the sentiment that healers have an extremely small impact in casual content and need to have more to do (especially considering how ridiculous tank self-maintain is right now,) but I will personally put you in the pear wiggler if you ask for an actual damage combo and more damage buttons to maintain. Anyone asking for even more to track has never healed an ultimate or savage on-content. Healers don't need more damage buttons. They need to be made to press their GCD heals more, IMO.
(Also you know, Savage is not the whole game, the role should be fun at all difficulties from msq to ultimates)
I do think WAR's sustain is overpowered but Raw Intuition and Bloodwhetting are also the core identity of the job and what makes warrior so much fun.
As a WHM main (who also plays WAR), I do think they need to keep the ability but tone it down the potency a little or increase the cool down time.
Maybe there needs to be a debuff or other mechanic to decrease DPS or increaae physical/manage vulnerability after use so it's not just a no thought action that completely ignores the need for any healing. After all warrior is supposed to be sort of a berserker so it makes sense there is so punishment for going all in for a period of time.
Overall I do think jobs need some self sustainability. Especially for when not in party but any sustainability should come at some form of cost if the team isn't willing to cut back on potency or cool downs.
Thanks for showing that raidwide damage is so irrelevant to tanks that even reading a post that explicitly says dps died to it you can't even fathom it exists.
You know whats really sad when I think about it? The most fun and challenge I ever have tanking in casual content is using my kit to deep DPS alive after healers go down and try to finish the duty while still tanking. That level of engagement should be what the healer role gives by default. There really truly is no trinity system in this game.
Last edited by Len_; 06-15-2024 at 04:37 AM.
As well it should be. What, you want tanks to be as squishy as dps? Raidwide damage is for the rest of the party, not the tanks. That's what tankbusters and autoattacks are for. Come on, you can do better than this.
Yes, Warriors/Tanks are not the main issue as the problem has been here before the stupid amounts of buffs they got.
Healers have the problem. They basically got a leg cut off. A big part of the issue, however, is that Tanks come up to the healer and start to rub salt in the wound saying they are helping. Then you see Warrior come around the corner with a 5lb bag of salt and lemons.
I wonder how long WAR players would hold on to that idea if the tank role ever gets diluted to the point where it's perfectly viable (optimal even) to run dungeons without tanks. And even the most difficult content is completed without tanks. And healers/dps get tools traditionally reserved for tanks, up to a point where dps/healers are better than tanks at parts of the tank role.So, speaking from purely a warrior standpoint, I don't think the solution to making healers more interesting/more impactful is to remove a lot of sustain from other jobs, but specifically, of course, warrior. On the topic of job identity, warrior actually has one. As has been said before, it's "too angry to die." If you take away the "to die" part, you're just left with "angry," which is... certainly not nearly as appealing. Making the other tanks more like warrior in terms of sustain was probably questionable, although I do agree with the buff they gave living dead, because an invuln where you pop it and die anyway is dumb.
That's all to say, the correct solution to making anything more interesting is never going to be to make other things less interesting.
My guess is they wouldn't be as patient as many healers have been.
And being unkillable as a job identity is (am struggling to avoid getting insulting with this) not the best idea anyway.
Tanks taking over the healer role is very much a part of what is wrong with the healer role. I would say it's the biggest part.
|
![]() |
![]() |
![]() |
|
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.