Not really anything new. It's arguably been that way since late Shadowbringers but certainly since Endwalker.
Tank busters are the only remaining mechanic that attempts to make tanks look like more than simplistic DPS with an innate -20% damage debuff.
This is obviously a very skilled group that can pull this off, so 99% of players will never be able to do this. But Ultimates shouldn't be designed in such a way that it's even possible to not use a certain role.
The entire concept of the battle system of this game can be summarised as a “spreadsheet fights” where everything happens when it has to.
Time, practice and patience are required in order to complete those types of content and not all players have them.
“Being able” or “willing to do”? That is the question.
Agreed.The entire concept of the battle system of this game can be summarised as a “spreadsheet fights” where everything happens when it has to.
Time, practice and patience are required in order to complete those types of content and not all players have them.
“Being able” or “willing to do”? That is the question.
There are also players who do possess such attributes who simply find spreadsheet fights dull.
Now people can stop crying that "tank op" and realise it's a major issue with encounter design and how little of importance both support roles have in content. I find this funny honestly, I said I wasn't bothered if the reverse can happen with healers/dps being able to clear without tank, I'm not really bothered but I feel like it's proof that it's more then just "tanks op and healers weak useless" line of argument that I've had to constantly see on social platforms + the forums, is just incorrect it's actually a larger issue that wouldn't be fixed by "nerf tank"
This is not to say that tanks aren't strong and could use adjustments, I think other then giving them actual fun rotations they should be given less self survivability/massive mitigations for exchange of more party importance and "protecting" abilities.
I just really hope this shows that we shouldn't really be looking at this as a issue with one role impacting another and more or less the fact that encounter design needs a actual overhaul to have these roles balanced and needed.
Can’t wait for this clear to be used as an excuse to nerf spreadlo
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
I doubt they even care enough about the state of tanks or healers to even address it.
I would say wait until 8.0 but we all know tanks will get upgraded Bulwark, thrill ect. While healers will get two new heal ogcds and likely dots removed to make space.
Easy fix. Give TBs the same mechanic that explodes when the target dies, as certain other attacks do, or
Suck it up and force players to join ultimates with "standard" comp.
This is the worst way to approach a design issue with tanks and healers. Your not actually fixing the issue that tanks and healers should feel impactful, your just making them be there for the sake of being there.
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