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  1. #11
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,874
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by aiqa View Post
    To challenge bloodwhetting, dungeon mob damage would need to be multiplied a few times. And then HP will go down (and up) way to fast for healers to respond in a reasonable timeframe, or can contribute anything meaningful. And it's not really a good design to have tanks do multiple times the healing of what dedicated healers can do. So then healers need a huge buff to, and then all other content needs bufs, and all max health values on all jobs need increasing to stop healthbars pingpongen between almost empty and full with every attack and every heal.

    So basically the whole game needs to be changed just to let WAR keep their overtuned toys. And in the end it wouldn't even do anything possitvie for WAR, since they'd be challenged just as much as when bloodwhetting gets toned down, but now in a game with higher numbers overal. And eating up huge amounts of developer resources that would have been better spend elsewhere.
    I have never recommended leaving Bloodwhetting at its current power. I have made exactly the same point as you before in response to those who have asked to leave Bloodwhetting as powerful as it is now and buff everyone else instead. Repeatedly. Probably across a dozen+ posts by now.

    But...
    1. leaving Bloodwhetting as is and buffing everyone else...

      --is a far cry from---

    2. reining in Bloodwhetting, siphoning off Warriors athematic excess (for instance, since when have AoE HoTs been something we'd expect from a "too angry to die" battlefield juggernaut centered around leveraging its "beast within", let alone vampiric siphons as per Nascent Flash) to balance out any thematic excess, and offering other tanks interesting and diversifying situational perks.
    (1)
    Last edited by Shurrikhan; 08-24-2024 at 04:42 AM.