



Tanks- MY ROLE IS CARRIER BABY DONT LIKE IT LEAVEfirst it started with complaining about not being able to DPS then it turned to rage about not having a diverse kit, now healers are blaming other roles do you really not see the absurdity? this absolutely ludicrous lol its batshite insane when you start blaming other people an other roles/jobs you've lost the plot an you've demoralized what you were arguing for from the beginning an now people will not take this seriously cause people acting like this are pushing them away an those people would of supported your cause but by all means keep acting a fool let us know when that turns into results we'll be waiting to hear back from ya
healers- can we please be allowed to do our role
Tanks- SEE THIS INSANE NONSENSICAL ARGUMENT IS WHY NOBODY LIKES YOU
Last edited by Supersnow845; 07-17-2025 at 10:47 AM.
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
Yoshida and devs quite literally allowed you to do said role but of course healers still complained lmao so which is it? do you want to play the game of healing or don't you? or do you just want to continue to be mad for the sake of being mad?
the playerbase is on the side of healers saying they want a more robust kit with more dps between heal casts and the tanks are bored of not getting a real challenge that forces them to even use their mitigation often.
but do you hear the tanks asking for healers to get butchered or neutered in their job kits? if so show me where cause i've never seen an instance of that anywhere on these forums lol an thats why people can't take these arguments seriously an thats why the devs ignore the healer role. healer mains need to screw their heads back on straight an agree on what exactly they really want not demonize other jobs for what they DONT have cause thats not only being toxic but also childish.




“Do you see tanks asking healers to be butchered”Yoshida and devs quite literally allowed you to do said role but of course healers still complained lmao so which is it? do you want to play the game of healing or don't you? or do you just want to continue to be mad for the sake of being mad?
the playerbase is on the side of healers saying they want a more robust kit with more dps between heal casts and the tanks are bored of not getting a real challenge that forces them to even use their mitigation often.
but do you hear the tanks asking for healers to get butchered or neutered in their job kits? if so show me where cause i've never seen an instance of that anywhere on these forums lol an thats why people can't take these arguments seriously an thats why the devs ignore the healer role. healer mains need to screw their heads back on straight an agree on what exactly they really want not demonize other jobs for what they DONT have cause thats not only being toxic but also childish.
I mean the whole “what if you aren’t playing perfect and die, why should I be beholden to any other party member” mantra is very very common amongst tank mains. Like the person a few pages ago who said “what if WAR didn’t have healing, then holmgang has a downside” as if holmgang’s downside is not literally meant to be countered by healers. But no they’d rather be self sufficient at the healers expense
Plus it’s not like healers can have literally any more ripped out of thier kit, you don’t hear direct “I want you to stop having this” from tanks because healers barely encroach on the tank role meanwhile tanks directly do healer roles and healers have nothing left. Genuinely what could healers lose that would appreciably improve tank gameplay……….maybe some mitigation, meanwhile tanks could lose a lot that would improve healer gameplay (even though that’s not the only solution to healer OR tank gameplay)
If tanks want more interesting things to do with their mitigation then actually ask for interesting tank mechanics, not encroach on the healer role and call it tank mechanics
Last edited by Supersnow845; 07-17-2025 at 07:23 PM.


tl;dr - I think tanks and healers all need to be nerfed across the board and the damage in casual content needs to be turned up at least a little.
WAR having self-healing isn't a problem in and of itself but it should have weaknesses elsewhere to offset the strength of that part of its toolkit. It's similar to a Blood DK in WoW, the primary difference being that a DK has less mitigation than its fellow tanks. Blood DK is legitimately immortal until the spike damage becomes too much and then it becomes susceptible to being one-shot.
If I was designing changes to tanks and healers to make their gameplay more compelling, I would probably nerf different parts of all of their kits and allow them to be more specialised.
First of all, delete the tank mastery trait. The inherent 20% mit coupled with the higher tank HP pool makes it far too easy to survive without using your kit, simply by virtue of choosing a tank job. As for specific changes to jobs - nerf WAR's mitigation and let it excel at self-sustaining. Make PLD's block only apply to physical damage again, and remove the absurd amount of self-healing that it has baked into its damage rotation now. Make DRK better at mitigating magic damage again. I would have preferred to see Dark Mind become a 40% magic damage mit rather than another boring 20% magic, 10% physical mit. Make GNB a bit squishier and let it do more damage than the other tanks. GNB could get something similar to a Brewmaster Monk that allows it to turn spike damage taken into damage over time, to make it more manageable to heal.
As for healers, I would probably nerf some of their tools so that you need to use multiple buttons to deal with instances of damage. Incoming damage in casual content just needs to be turned up a fair bit, too. The fact that WHM can just about make it through dungeons using only Benediction, Asylum and Assize is ridiculous.
I don't think casual content needs to be particularly hard but it needs to at least ask the bare minimum of players, otherwise the combat system is little more than wasted potential in the majority of the game.
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