I'm all for this.
I'm all for this.



Personally, I think tank swaps are kind of lame and the least interesting way to pretend 2 tanks is necessary for a full party. That said, OT absolutely could use more to do. Luckily at this point we actually have a lot of standardized mechanics we could take advantage of to keep the OT engaged without making them count stacks on MT. Dual tank busters (each get their own), double tank busters (both need to share the same one), tank towers, laser/wild charge mechanics they need to be in front of the party for, flare markers they need to be away from the party for. And if the latter three overlap with MT getting their own tank buster, all the better. There's also the much more obvious option of simply bringing back adds into fights, which... I have no idea why we ever stopped doing that. They could also make use of multi-target fights again, like in some of the earlier coils or O12. They could even start putting DPS busters on the party that the OT should be paying attention and using their target-able short mitigations on.
Honestly, there's so much stuff they could be doing to keep the second tank engaged, instead of just being a gimped dps that can ignore vuln stacks. Luckily this new raid tier for 7.0 seemed a bit better about that than the last few have been though, so here's hoping they'll continue expanding on that as we go.


They kind of are, at least forced ones. I guess if the goal is to let both tanks MT they help but I feel like they're one of the least interesting ways to make multiple tanks relevant. The idea of having the OT actively protect the party is a good one. I wonder if it would be feasible to make some kind of hybrid stack AoE mechanics where the average defense of the hit players has a large influence on the damage taken, so that tanks would ideally want to be soaking some of the damage to keep it at manageable levels.



I mean kinda yikes if a simple and basic tank function can't performed by a significant portion of the playerbase, that's just embarrassing, provoke and shirk makes the process seemless.
I believe in dropping folks in the deep end and let them learn to swim, not gonna learn if they aren't pushed to learn, this is a video game after all, there's supposed to be some challenge involved. This little of an ask is barely an increase in difficulty, it's just making sure skills aren't gathering dust.



https://www.reddit.com/r/ffxivdiscus...t=share_buttonI mean kinda yikes if a simple and basic tank function can't performed by a significant portion of the playerbase, that's just embarrassing, provoke and shirk makes the process seemless.
I believe in dropping folks in the deep end and let them learn to swim, not gonna learn if they aren't pushed to learn, this is a video game after all, there's supposed to be some challenge involved. This little of an ask is barely an increase in difficulty, it's just making sure skills aren't gathering dust.
The trick is to increase the difficulty at a rate that people don't notice until they go back and play the early game stuff and ask "Was this always this easy?" then some might decide to try out higher tiers of content at those lower levels and find themselves on a new difficulty curve. It's terribly disappointing when level 50 content is more demanding than level 90.
More important than straight difficulty though is interest, I agree with the general sentiment of the thread, people need more to do in pretty much all aspects of the game's combat scenarios. Main tank and main healer both have stuff to do but if you end up being the off tank or backup healer then you only have dps to do and the dps similarly are generally only demanded to do dps and dodge mechanics - Even the Hall of the Novice demands more of you.


Considering how tank only stacks were properly introduced into normal content. It's possible.
Probably need to add a new marker to signify it's a tank swap, but yeah I'm all for advanced mechanics being brought into normal content because god new players need to stop being able to auto pilot all the way up to level fuckin 100.
Just need more fights with multiple targets. Or adds that spawn that need to be pulled away because of teathers of damage to much or a special debuff that will kill main tank if they try to tank adds
Big agree! I find myself fighting for aggro with tanks in Raid and Trial Roulette because if I don't have aggro, my job is miserably boring.There has become less and less of a reason to have two tanks in 8 man parties for normal content (trials, raids, 24mans).
In current content unless your MT dies you are just a meaty DPS. Sure, we occasionally have a double tank buster but that just means I have to use mitigation on one move every 3 minutes or so. Without ad management or a tank swap thrown into the fight, it is not enough.
So why bring back tank swapping?
1.) If you are playing a tank, you probably want to tank. Unfortunately, in normal content most people do not ask if others want a turn and take over as the MT for the entire instance (this is an issue in 24 mans mainly). In 8 man trials / raids it is whoever pulls first or whoever puts tank stance on first.
If you had more tank swapping then it makes no difference who starts or attempts to monopolize the role.
2.) It gives the tanks something to do other than being a DPS who has to use a mitigation button sometimes. It let's us be more engaged in a battle.
And if we brought it back? Do not let people use mitigation to get out of swapping, because everyone will immediately do that thus making the swap mechanic pointless.
Use variety to force the swap such as the boss putting a status effect on the player that removes all emnity from that tank for 1 minute. What if the new tank dies during that and the old MT cannot get threat break? Build in a status effect that negates the enmity debuff upon witnessing the other tank die or have an emergency mechanic such as letting anyone sacrifice 99% of their HP to a entity in the battle that will once per instancs force the boss to attack a dummy of some sort for 10 seconds while you get people back up.
Alternatively, you could "jail" the MT along with a random DPS / healer for an ad to be dealt with elsewhere or have them go through a puzzle / operate some robot, etc. Things Alexander did on normal. You could also just have the third tank buster without a tank swap 1 hit KO the tank no exceptions.
You could even have it so every double tank buster lowers the MT's enmity but increases the OT's and during the fight the boss is immune to provoke.
Maybe it is not just tank swapping though. You could have the OT using a raid action to shield the party or things like that.
All of this is simply to say... Please give off tanks more to do in normal content that had 2 or more tanks involved.
|
|
![]() |
![]() |
![]() |
|
|
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.
Reply With Quote



