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  1. #11
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    2,067
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Valkyrie_Lenneth View Post
    Except tanks werent really the aggro managers, DPS and Healers were.


    DPS still have damage synergy, what are you even talking about. Its why we are stuck with the 2 min meta. Damage synergy.
    And that's why should have tried actual "aggro management" instead of designing jobs such as Ninja to do the work for you, If tanks actually ever had proper aggro management and the system still failed then sure they should go to current aggro design, but my issue with this sentiment is that it was barely tried in the first place.

    Further more to add, I think they could have at least gave tanks more dps/rotation buttons but they've been reducing that ontop of removing core aspects about the job.
    (6)

  2. #12
    Player
    Join Date
    Apr 2024
    Posts
    448
    Quote Originally Posted by Parona View Post
    Uhm, you still can stand in moat stuff that would kill a healer or a dps, you still need to soak damage and tank swap... Don't really know what game you were playing but it doesn't seem like it was FF14. You didn't even address what's one of the bigger issues with tanking in the last expansion: to not have much dignity about where the boss is moving, because he resets all the time and has a giant ass hit box (which they seem to scale back with the net expansion).
    Lol? Here's what I said: "Tanks got their aggro management and positioning removed"

    And I don't think the pitifully little crumbs of aggro management left in the game counts as identity.
    (5)

  3. #13
    Player
    Vhana's Avatar
    Join Date
    Jan 2024
    Posts
    25
    Character
    Asrais Felstar
    World
    Lamia
    Main Class
    Black Mage Lv 52
    Quote Originally Posted by Menriq View Post
    However, my counterargument would be that this can swing the pendulum too far in the other direction. For example, if a tank or DPS dies, the healer can rez them and continue on. With having more healing required, if your group does not have RDM or SMN, then it would be almost a guaranteed wipe since there would no way to deal with the higher healing needed. So if the sole argument is for healers to get more DPS options, then I think there would be a lot more support for that approach (although those people who just want more to heal would disagree).
    Unfortunately, as long as the healer is the only party member whose death cannot be countered by default, they cannot have access to a larger piece of the DPS pie either. They could have a fancier more complex rotation, but will be contributing the same damage for more effort. They have to be slightly expendable in both healing and dps categories in the current design so their death doesn't result in a fail state. So could we see healers that are more fun to play? Definitely. But will we stop seeing 1tank/3dps clears? Unlikely.

    Balancing encounter design for how resurrection works in ffxiv is something the devs continue to struggle with. Hopefully they figure it out someday.
    (2)

  4. #14
    Player
    Milkbeard's Avatar
    Join Date
    Sep 2015
    Posts
    104
    Character
    Milk Beard
    World
    Gilgamesh
    Main Class
    Red Mage Lv 100
    If people believe that healers are unnecessary in ultimate content because of goofy records showing a couple of warriors doing UCOB, they obviously haven't experienced ultimate content. Healers are essential. It can be amusing when, on occasion, eight exceptionally skilled players pull off some trickrun-level antics for evergreen content that's been around for years. However, if you take those runs as the rule or the meta, you're mistaken.

    For expert roulettes and some trials, it's true that healers might not be strictly necessary. But in those cases, neither are tanks or DPS. It might seem like DPS are crucial, but the checks can often be completed with just two players. We've all been in roulettes where this has happened at least once, and a DPS can tank nearly any buster if properly mitigated in that content as well. Classes are designed to cover for each other because the game itself is easy unless you're tackling hard content.

    Once you engage in hard content, you'll realize that no mechanic can be survived with just DPS group mitigation. Every mechanic has a mitigation threshold, and none are balanced for just Addle and Feint being sufficient. Reprisals and healer mitigation are also always necessary. If you have a problem with tanks mitigating mechanics for your group, that is just unreasonable. Removing tank group mitigation would merely make them weaker DPS. Strive for more, not less. Removals should not be an option.

    simple solution, make content harder > role becomes more necessary. Don't get bent out of shape over the trinity trend and enjoy the fact that it is innovating.

    You wanted more from the expansion spell previews, not for them to remove things. Be creative, not deconstructive.
    (5)
    Last edited by Milkbeard; 06-17-2024 at 09:31 AM.

  5. #15
    Player
    Reimmi's Avatar
    Join Date
    Mar 2018
    Posts
    1,404
    Character
    Nia Niyah
    World
    Hyperion
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Milkbeard View Post
    If people believe that healers are unnecessary in ultimate content because of goofy records showing a couple of warriors doing UCOB, they obviously haven't experienced ultimate content. Healers are essential. It can be amusing when, on occasion, eight exceptionally skilled players pull off some trickrun-level antics for evergreen content that's been around for years. However, if you take those runs as the rule or the meta, you're mistaken.

    For expert roulettes and some trials, it's true that healers might not be strictly necessary. But in those cases, neither are tanks or DPS. It might seem like DPS are crucial, but the checks can often be completed with just two players. We've all been in roulettes where this has happened at least once, and a DPS can tank nearly any buster if properly mitigated in that content as well. Classes are designed to cover for each other because the game itself is easy unless you're tackling hard content.

    Once you engage in hard content, you'll realize that no mechanic can be survived with just DPS group mitigation. Every mechanic has a mitigation threshold, and none are balanced for just Addle and Feint being sufficient. Reprisals and healer mitigation are also always necessary. If you have a problem with tanks mitigating mechanics for your group, that is just unreasonable. Removing tank group mitigation would merely make them weaker DPS. Strive for more, not less. Removals should not be an option.

    simple solution, make content harder > role becomes more necessary. Don't get bent out of shape over the trinity trend and enjoy the fact that it is innovating.

    You wanted more from the expansion spell previews, not for them to remove things. Be creative, not deconstructive.
    Healers only being required in the absolute hardest content is still a failure of the trinity system.
    If dungeon finder let you not have a healer, a surprising amount would choose not to bring one.
    (10)

  6. #16
    Player
    Roshidon1's Avatar
    Join Date
    May 2014
    Posts
    105
    Character
    Rin Katsuyuki
    World
    Leviathan
    Main Class
    Bard Lv 90
    (1)

  7. #17
    Player
    Milkbeard's Avatar
    Join Date
    Sep 2015
    Posts
    104
    Character
    Milk Beard
    World
    Gilgamesh
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Reimmi View Post
    Healers only being required in the absolute hardest content is still a failure of the trinity system.
    If dungeon finder let you not have a healer, a surprising amount would choose not to bring one.
    Please heed what I stated half-way into my post.


    Quote Originally Posted by Milkbeard View Post

    For expert roulettes and some trials, it's true that healers might not be strictly necessary. But in those cases, neither are tanks or DPS. It might seem like DPS are crucial, but the checks can often be completed with just two players. We've all been in roulettes where this has happened at least once, and a DPS can tank nearly any buster if properly mitigated in that content as well. Classes are designed to cover for each other because the game itself is easy unless you're tackling hard content.

    [/B]

    it's not just healers, its all roles. If the trinity is solid in hard content, then by virtue it would be solid in all content, if said content was all made more difficult. Make sense? It isn't a healer-centric issue.
    (2)

  8. 06-17-2024 09:57 AM

  9. #18
    Player
    Niroken's Avatar
    Join Date
    Sep 2013
    Posts
    411
    Character
    Nanaki Naki
    World
    Famfrit
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Milkbeard View Post
    Don't get bent out of shape over the trinity trend and enjoy the fact that it is innovating.
    100% on board with an MMORPG that does not run the trinity... however, I may not be a game developer but isn't that decision something you make before you finish your game? Seems like a large waste of time and resources to devote to a project if you are going to slowly remove it years later.
    (5)

  10. #19
    Player
    Reimmi's Avatar
    Join Date
    Mar 2018
    Posts
    1,404
    Character
    Nia Niyah
    World
    Hyperion
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Milkbeard View Post
    Please heed what I stated half-way into my post.





    it's not just healers, its all roles. If the trinity is solid in hard content, then by virtue it would be solid in all content, if said content was all made more difficult. Make sense? It isn't a healer-centric issue.
    Bro in every mmo dungeons can be done without dps. Speed is all that matters and why dps are brought lol
    tanks are brought because they allow you to pull the entire dungeon for the dps to aoe (warriors and paladins don't need a healer to do this either, thus the OP's post)

    There's no incentive to bring a healer to roulettes beyond "you have to"
    (4)

  11. #20
    Player
    KisaiTenshi's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    2,775
    Character
    Kisa Kisa
    World
    Excalibur
    Main Class
    White Mage Lv 100
    Quote Originally Posted by HyperiusUltima View Post
    So, what does this have to say about content? Either the jobs themselves are overreaching their role, or the content's damage output is too low for healers to be required, not accounting for all types of avoidable damage.

    If either of these statements you say 'yes' to, then you agree with the image shown: That the Trinity is broken in such a way that you might as well not have one going into Dawntrail.
    If they're not going to make a healer actually do healing then they should push some of the mitigation onto the healer. Incoming cleave? Tank. Incoming Meteor? Healer.
    (1)

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