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  1. #1
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    2,002
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    Snip
    I don't disagree that the healing plays a part in how strong the mitigation is both play a part into making a system where tanks are invincible even my listed examples of reducing tank's kits I said I would have entirely removed all healing from the magic blades combo as I stand by that, I don't think we need to remove Holy sheltrons healing if we keep other aspects of sustain on other tanks.

    Guardian shouldn't be a 2minute cooldown it should just be weaker, adding barriers to cooldowns like suggested would open for more opportunity to cycle it so you still take barely any damage, instead of self healing now you just use your barrier + mitigation cooldown for high damage instances, I'd assume if you wanted to add barriers to more tank defensives you'd likely go for short cooldowns like holysheltron and HOC but having them up so often would lead to them never taking much damage in the first place

    Funny you bring Dark knight up because the fact is 1 tank and 3 DPS runs are still EASILY done with dark knight, I know I can do a run as Dark knight healerless, people don't mention it enough because they see big unga bunga warrior and think "well OBVIOUSLY its the self healing that's the problem" when for the entire time im practically screaming and shouting that self healing isn't the only issue and If you played tank you would know that it isn't a simple self healing issue. (Though again as i've said a thousand of times yes it plays a big part into the issue)

    Lastly even if we removed all self healing and I mean all self healing from everyjob for the sake of healers, even without turning things into barriers, you would still BARELY need to heal maybe throwing one ogcd heal once every two minutes is exhilarating gameplay for you and what exactly you want from healer, It's certainly not what I want we need to tackle, The Mitigation, the Self healing, the encounters, how item level synchs if you want a proper system that actually works for all roles.

    We will not get anywhere better if we only look at one aspect of the problem and ignore the rest, Removing self healing doesn't solve the issue unless your issue is "how dare other jobs have some healing cooldowns I want to throw my one ogcd heal and my one aoe heal every few minutes so I have fun" How about we actually design a team game where healers are actually healing tanks that take actual damage.

    I'll lastly say this again I do not want to play immortal mitigation simulator as a tank I want to play a Support role who protects my team.
    (0)

  2. #2
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,864
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Rithy255 View Post
    snip
    You talk as if people are hyperfixating on tank sustain as the ONLY problem and the flawed approach of that when nobody who spends more than 5 seconds looking at the interlinked problems of tanks and healers thinks that’s the only problem.

    We all know healer kits are bloated, we know damage is too low, we know that item level sync is messed up in this game. They are all interlinked problems.

    HOWEVER, for the purpose of what OP is discussing; where the tanks simply kept each other alive with the rest of the party dead with little to no effort or skill or even knowledge of the encounter that problem is first and foremost a tank healing problem. Nerfing tank sustain won’t “fix” healers but it is one element of the puzzle and the largest element that contributes to OP’s problem. That’s why it’s the central focus of this thread. Removing tank healing won’t fix healers, it will fix OP’s problem for 99% of the untalented playerbase
    (1)
    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

  3. #3
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,327
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Rithy255 View Post
    Funny you bring Dark knight up because the fact is 1 tank and 3 DPS runs are still EASILY done with dark knight, I know I can do a run as Dark knight healerless, people don't mention it enough because they see big unga bunga warrior and think "well OBVIOUSLY its the self healing that's the problem" when for the entire time im practically screaming and shouting that self healing isn't the only issue and If you played tank you would know that it isn't a simple self healing issue. (Though again as i've said a thousand of times yes it plays a big part into the issue).
    Sure it's possible to do DRK and 3 DPS, but I imagine it'd be considerably slower to do DRK and 3 DPS that can't heal at all (BLM, BRD, MCH, SAM, DRG, NIN and VPR) than it is to do just about any other setup... And if they didn't have the 7.1 buffs, it'd be even worse and slower.
    (0)

  4. #4
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,406
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Rithy255 View Post
    Guardian shouldn't be a 2minute cooldown it should just be weaker, adding barriers to cooldowns like suggested would open for more opportunity to cycle it so you still take barely any damage, instead of self healing now you just use your barrier + mitigation cooldown for high damage instances, I'd assume if you wanted to add barriers to more tank defensives you'd likely go for short cooldowns like holysheltron and HOC but having them up so often would lead to them never taking much damage in the first place
    That is why I listed durations in the examples I wrote. For example, I wrote that Holy Sheltron's barrier could be 12s duration. Holy Sheltron takes about 22s to generate (Oath Gauge fill rate), and so while you have it up more often than not, you're still going to have ~10s out of every 22 where you don't have the barrier active. You can cover that gap with a different barrier, EG from Guardian, or Divine Veil, or maybe Divine Might/Confiteor/Blade combo barriers are up at that time. But eventually there will be points in the rotation where you don't have any barrier left to put up, and the damage comes in. And once it does, you can't recover that HP without a Healer's Healing, unless you use Clemency (which you will never want to do, it's a DPS loss). That's the point: There's going to be gaps in your defence, and it'd be an aspect of 'player skill' to rearrange when those gaps are presented to the enemy, so that they are timed to line up with the weakest moments in the enemy's assault.

    Also, how much do you think these barriers are protecting you from? A 1000p heal in my last-tier gear on PLD (not even BIS) is like... 38k. So, a 400p barrier is 15200 HP. But, I mentioned that these PLD barriers would be 'stacks of barriers' in this redesign, akin to how Haima/Panhaima works. So, if an attack deals more than 15200p, the second layer of barrier doesn't catch it. It goes through and hits real HP, before the next layer is primed to take the next hit. For reference, this is the first double-pull in the latest dungeon:



    This is one autoattack per enemy in the pull (there's 5 of them), and deals a fair bit more than 15200 damage. But, not pictured, is my buff bar. I have Shadowed Vigil (40% mit) and Rampart (20% mit) active in this picture. So, using two of the stronger options, together, is still not enough to take the pull's danger factor down to 'the enemies break less than one layer of barrier, per round of autoattacks they throw out'. In fact, we can see I parried one, and how much it dealt as a result. I could parry every incoming hit, along with having SV and Rampart active, and it'd STILL eat through a 400p barrier in one set of autoattacks (with 5000 damage left over to hit my 'real HP').

    If we go into an EX roulette as SGE, and use nothing on the tank but Panhaima (6 layers of 200p barrier, 1200p total), you can also see how fast the layers get eaten through in a different format. They last 15s before falling off naturally, but they don't even make it to that long. If we then assume that PLD's Holy Sheltron (4 stacks of 250p, totalling 1000p, a little less than Panhaima totals up to) functions similarly, then we can estimate that it'd be eaten through about 20% faster (given it's around 20% less total potency). In seconds terms, if Panhaima takes 6s to eat through, HS would take 5.

    What also has to be considered is 'timing'. If you have a barrier active, but no damage comes to use it, then the barrier is zero-sum, it didn't help you. If you use self-healing, the only way it can be zero-sum is if you're already at full HP. As a tank, the chances of being at full HP are pretty few and far between. You are almost always going to be able to 'make use' of the healing, unless you're the OffTank, in which case SE has handily made it so you can give your unrequired selfhealing to your CoTank for whatever reason. With Barriers, however, you cannot just hit the button willynilly. If you press Equilibrium at 50% HP currently, you get HP and it's 'useful' (because it restored HP). If you press TBN currently, but take no damage for 10s after pressing it, the TBN falls off and it was 'useless' because you spent MP on a mitigation that didn't mitigate anything. The same logic applies across the whole idea: Holy Sheltron's healing ALWAYS comes in useful, because if you press HS to mitigate something, it's because you're taking damage from it. And once that damage is dealt, the HOT of HS starts healing your HP back.

    Quote Originally Posted by Rithy255 View Post
    No Im serious when I say this if you properly know how to play dark knight you will not take longer you can easily take two mob packs, then another two mob packs with the CD's you got. aslong as you know how to actually use your mitigation the pulls are a joke.
    Yes, because even though it has less self-healing potential than the other tanks, DRK still has some: Abyssal Drain. I was going to write this in the post you responded to, but I decided against it becuase I couldn't work out how to word it. But, since the conversation went in the direction I hoped it wouldn't end up going in, I'll just say what I was going to say originally.

    Do a run of EX roulette, with 1 DRK (you) and 3DPS. Unbind Living Dead and Abyssal Drain from your hotbar entirely, as they both have self-healing components to them. Because it'd mess with your rotation too much, I'll say that Souleater is still allowed (despite it being the strongest self-healing power of all the Tanks' 123 combos). There's not much that can be done about Shadowed Vigil healing you for 1200p, but if you want to, you can manually make note of your HP level at any given moment, and subtract the amount SV heals you from it. If you dip below the SV heal value at any point after using it (I estimate it'd heal about 50k), you can consider yourself 'dead'

    My theory is, you'll get through the pulls, yes, but it'll be far tougher to do so without the 'instantly hit full HP again' effect Abyssal Drain is providing you, the 1200p Excog of SV, and the weird healing effect of Living Dead.
    (1)
    Last edited by ForsakenRoe; 03-30-2025 at 09:44 AM.

  5. #5
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    4,027
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Personally I'd take back the Shadowbringers Tank sustenance and no more. EW and onward everything starts becoming ridiculous. WAR was still a bit of an outlier back then but at the very least they present player the choice to Raw Intuition or Nascent Flash + waste an infuriate stack.
    (0)

  6. #6
    Player

    Join Date
    Feb 2025
    Posts
    42
    Quote Originally Posted by Servebotfrank View Post
    they have to be babied by healers the entire time.
    You mean like an actual trinity system!?!?!? Who would've thought!
    (1)

  7. #7
    Player
    Jim5K's Avatar
    Join Date
    Mar 2025
    Posts
    7
    Character
    Lime San
    World
    Jenova
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by ONLYSTEEL View Post
    You mean like an actual trinity system!?!?!? Who would've thought!
    Oh the actual trinity system, the system which the healers were actively trying to destroy during Sb and Shb. I still remember Bardam's mettle and the Burn, the times SE tried to upscale the difficulty of casual contents and made healers to heal and they actively abandoned duty especially when they saw a tank with a sprout next to their head. Believe it or not in Shb SE tried again and the healers complained again for having to heal and wall-to-wall pulls so SE gave up and toned down everything after Amaurot, they also complained about the old DRK for no self sustain and uncomfortable to heal so now every tank has sustain. Kinda surprised how the the healers are striking now.
    (0)

  8. #8
    Player
    LoganMccree's Avatar
    Join Date
    Mar 2025
    Posts
    22
    Character
    Logan Mccree
    World
    Famfrit
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Jim5K View Post
    Oh the actual trinity system, the system which the healers were actively trying to destroy during Sb and Shb. I still remember Bardam's mettle and the Burn, the times SE tried to upscale the difficulty of casual contents and made healers to heal and they actively abandoned duty especially when they saw a tank with a sprout next to their head. Believe it or not in Shb SE tried again and the healers complained again for having to heal and wall-to-wall pulls so SE gave up and toned down everything after Amaurot, they also complained about the old DRK for no self sustain and uncomfortable to heal so now every tank has sustain. Kinda surprised how the the healers are striking now.
    No they did not. Don't just make things up out of your ass.
    (3)

  9. #9
    Player
    Sunhwapark's Avatar
    Join Date
    Oct 2017
    Posts
    521
    Character
    Dear Boy
    World
    Ragnarok
    Main Class
    Fisher Lv 100
    Quote Originally Posted by Jim5K View Post
    the times SE tried to upscale the difficulty of casual contents and made healers to heal and they actively abandoned duty especially when they saw a tank with a sprout next to their head.
    Nah, this was just done by people that didn't primarily play healer classes, things where you can't let eos/selene carry you always seem to get complaints. The actual issues healers having were tied to WHM during SB with the archaic 1.0 version of lillies they implemented and gaslit the players that the system was "fine" only to backtrack and rework them. wasting resources to fish for lily procs ? Really ? The only other thing besides that was the very heavy reliance on barrier/regen co-healers, but nowadays it has been homogenised to a state where all healers can now do a lot of regen work for free.

    Quote Originally Posted by Jim5K View Post
    Believe it or not in Shb SE tried again and the healers complained again for having to heal and wall-to-wall pulls so SE gave up and toned down everything after Amaurot
    You are misinformed, the other healers were *mostly* okay - almost tolerable, however AST was in the gutter during the first month of ShB release due to being so numerically under tuned that people would avoid going into roulettes with them due to them struggling so hard even with a geared tank kitchen sinking, only made worse of course if paired with a DRK, they did eventually fix it but it was on the same day that savage released, so slots were locking them out only for a little bit, but generally didn't happen often since people will generally take literally any healers they can get instead of waiting in PF for 10 hours.

    Quote Originally Posted by Jim5K View Post
    they also complained about the old DRK for no self sustain and uncomfortable to heal so now every tank has sustain. Kinda surprised how the the healers are striking now.
    You must only be speaking from ShB and beyond, even though having no way to self heal during drk's Walking Dead timer was a major complaint throughout the classes existence, Dark Arts + Abyssal Drain was pretty much what WAR can do today with Bloodwhetting or whatever it's called.
    (2)

  10. #10
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,327
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Sunhwapark View Post
    You must only be speaking from ShB and beyond, even though having no way to self heal during drk's Walking Dead timer was a major complaint throughout the classes existence, Dark Arts + Abyssal Drain was pretty much what WAR can do today with Bloodwhetting or whatever it's called.
    Blood Price with Dark Arts + Abyssal Drain was pretty much the original Bloodwhetting... But it only worked in trash pulls as Blood Price didn't really give enough MP to freely spam with just one enemy.
    (0)

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