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  1. #1
    Player
    fulminating's Avatar
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    Apr 2022
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    1,179
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    Wind-up Everyone
    World
    Zodiark
    Main Class
    Arcanist Lv 52

    Damage support and points of failure

    In endwalker, tanks are currently very strong in sustain and mitigation. In dawntrail they will receive yet more mitigation and healing on their “30%” mitigation as well as a buff to the role action reprisal and a healing received bonus from on the role action rampart.

    I have some concerns about this; how hard are you going to have to hit the tanks for this to not be enormous overkill, due to this necessary higher damage in the event of a tank death healers will struggle more to keep the dps up and recover- an attack that would do 100 damage to a dps has gone from doing about 60 (after tank mastery and vengeance) to about 50, and finally if the incoming isn’t increased to take advantage of the mitigation and healing buffs then healers will become more vestigial. 1/0/3 runs of dungeons are already easy and more efficient than the recommended composition.

    I would have thought that reducing tank sustain, incoming damage and free healing should reduce the difference between the truly awful tanks/healers and necessity of having at least one semicompetent support role to carry the party?
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  2. #2
    Player
    GoatOfWar's Avatar
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    Jul 2022
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    976
    Character
    Pepper Oni
    World
    Twintania
    Main Class
    Samurai Lv 100
    Quote Originally Posted by fulminating View Post
    In endwalker, tanks are currently very strong in sustain and mitigation. In dawntrail they will receive yet more mitigation and healing on their “30%” mitigation as well as a buff to the role action reprisal and a healing received bonus from on the role action rampart.

    I have some concerns about this; how hard are you going to have to hit the tanks for this to not be enormous overkill, due to this necessary higher damage in the event of a tank death healers will struggle more to keep the dps up and recover- an attack that would do 100 damage to a dps has gone from doing about 60 (after tank mastery and vengeance) to about 50, and finally if the incoming isn’t increased to take advantage of the mitigation and healing buffs then healers will become more vestigial. 1/0/3 runs of dungeons are already easy and more efficient than the recommended composition.

    I would have thought that reducing tank sustain, incoming damage and free healing should reduce the difference between the truly awful tanks/healers and necessity of having at least one semicompetent support role to carry the party?
    Probably not. I think this is perfectly in line with the direction they've been taking for the past half decade? They just make things easier and easier.
    Besides, isn't this exactly what Warrior mains wanted, though? I recall you being among them.
    You all were saying buff/rework the other tanks instead, don't nerf Warrior.
    You'll still be the best tank unless they nerf your damage.
    The healing passive on Rampart benefits Warrior disproportionately more than the other tanks, as it synergises much more with the rest of it's kit.
    And it received the highest potency worth of sustain on it's 40%.

    EW Warrior is just setting the new standard.
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    Last edited by GoatOfWar; 06-09-2024 at 07:05 PM.

  3. #3
    Player
    fulminating's Avatar
    Join Date
    Apr 2022
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    1,179
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    Wind-up Everyone
    World
    Zodiark
    Main Class
    Arcanist Lv 52
    Quote Originally Posted by GoatOfWar View Post
    Probably not. I think this is perfectly in line with the direction they've been taking for the past half decade? They just make things easier and easier.
    Besides, isn't this exactly what Warrior mains wanted, though? I recall you being among them.
    You all were saying buff/rework the other tanks instead, don't nerf Warrior.
    You'll still be the best tank unless they nerf your damage.
    The healing passive on Rampart benefits Warrior disproportionately more than the other tanks, as it synergises much more with the rest of it's kit.
    And it received the highest potency worth of sustain on it's 40%.

    EW Warrior is just setting the new standard.
    I don't want defensives on warrior, just a big hp bar and lifesteal that scales off damage done. I don't want dark knight to exist in the shadowbringers state at all, either delete it or revert to heavensward/stormblood. I stopped playing warrior after its damage got buffed in anabaseios. I also don't think it's particularly healthy for a tank to be cracked defensively and offensively as drk was in the first two tiers, but they could have just made some regular physical tankbusters in a fight or two so you couldn't spam dark mind to win.

    It is difficult to believe that this is the same team that did the short mitigations in shadowbringers for simplicity a 2000hp tank taking 2000 damage:
    Paladin: Block is 15% up to about 20%. 300 to 400 hp
    Warrior: RI was 20%. 400hp. Nascent was more variable but you'd be dead (anything from 200p of healing to a bit over 1785p of critical healing - 50% of 2x IC + 2xIR!FC + upheaval + onslaught depending on when it is relative to the 90s burst)
    Dark Knight: 500hp + tbn proc.
    Gunbreaker: HoS 15%. 300hp + possible token amount more from BS.

    Currently they're left on considerably more, barring dark knight. I'm not sure how healing potency translates to hp, but assuming 1:1, drk's about 700, pld and gnb are about 1500-1600 and war is full.

    edit: 2/3 on non-healers might be the scaling, but even still there's still a pretty sizable discrepancy.
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    Last edited by fulminating; 06-09-2024 at 09:32 PM.