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  1. #1
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,136
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Quote Originally Posted by Shurrikhan View Post

    Food for thought:
    That’s fair; I mean, I’m not even suggesting like a 1:1 proportion since as you say it varies by healer/tank/gear/too much to balance properly without accidentally locking out certain jobs for one reason or another.

    Still though, I feel like at the very least they could try and have it be at least somewhat reflective of the toolkits if not fully proportionate. Like, you’d expect damage output to be extremely high and fast given the amount of oGCDs there are, or for tanks to be taking huge chunks of damage at any given time considering how strong the 40% defensive buffs are on top of everything else they have (Bloodwhetting/Clemency/Veil etc). Likewise you spend like 80% (idk what the actual value is but that feels right lol) of your time in combat dealing damage, but only have 2 non-healing gcds to actually use. So while the tank is sucking up HP from enemies like it’s oxygen the healer is sat there with like 90% of their toolkit they’ll never actually need to use lol.

    Anyway I’m veering off-topic but basically I think the issues around Bloodwhetting etc is more a symptom of the issues with the job/battle design and how they’re interacting than the ability itself. And I mean, I won’t claim I know ‘what they should do’. I’m not a game developer or anything like that, so the best I can do is ‘vague ideas’. But then, with how little they’ve communicated with us about these problems, vague ideas are kinda all we have lol.
    (1)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,831
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Connor View Post
    Like, you’d expect damage output to be extremely high and fast given the amount of oGCDs there are, or for tanks to be taking huge chunks of damage at any given time considering how strong the 40% defensive buffs are on top of everything else they have (Bloodwhetting/Clemency/Veil etc).
    Aye. 40% is going to be noticeable, of course, but outside of very precise tankbusters paced specifically to accommodate it, it rarely feels anywhere near necessary. A bit more going into the grinder could make tank actions feel far more potent.

    Final funny tidbit:

    Even when popping a 40%, the majority of a tank's mitigation is passive. At i730, a tank has 48% passive mitigation (20% from Tank Mastery, 35% from Defense).
    (2)

  3. #3
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    497
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Final funny tidbit:

    Even when popping a 40%, the majority of a tank's mitigation is passive. At i730, a tank has 48% passive mitigation (20% from Tank Mastery, 35% from Defense).
    This whole concept is insane to me, worse is the fact that I can still watch tanks melt in dungeons if they don't bother to use their kits.
    (0)

  4. #4
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,831
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by dspguy View Post
    Someone gets it.

    And it is dspguy, not dpsguy. I'm not that arrogant to claim a handle like that
    I don't think most would guess you to be a direct support professional or assume you're going for descessit sine prole either, tbf. A frat (ΔΣΠ) alum, maybe. And most other common expansions of the acronym refer to things, not people, as far as I recall. /shrug

    Quote Originally Posted by Alice_Rivers View Post
    This whole concept is insane to me, worse is the fact that I can still watch tanks melt in dungeons if they don't bother to use their kits.
    Well, the damage is tuned --to the extent any hypercasual content is "tuned" at all-- around that passive tank mitigation. Which ultimately means that it's just a composition check by which to nerf to all non-tanks or tank-less parties to make it even less possible to skimp on a tank.

    If you could always rotate defensives and/or stack external mit to just barely survive a tank buster as a non-tank and be healed instantly before an auto could finish you, that'd be game-breaking, after all. Tanks aren't *guffaw* healers -- mein gott.
    (1)