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  1. #1
    Player HanakoTheGoth's Avatar
    Join Date
    Aug 2025
    Posts
    138
    Character
    Shardbinder Sakura
    World
    Leviathan
    Main Class
    Conjurer Lv 93

    Nerf Warrior (please)

    Your a tank not a healer -nuff said- stay in your lane
    (5)

  2. #2
    Player
    The_User's Avatar
    Join Date
    Feb 2022
    Posts
    265
    Character
    The Tank
    World
    Gungnir
    Main Class
    Dark Knight Lv 63
    Just to point out at this point they could forgot to fix DRK after nerf WAR so don't forget to remind them that the priority is rework DRK first not nerf WAR or other and make it like how this expansion should end or how the next expansion should begin.
    (0)

  3. #3
    Player
    Kahnha's Avatar
    Join Date
    Jun 2017
    Location
    Rubi Cups
    Posts
    180
    Character
    E' R-rok
    World
    Diabolos
    Main Class
    Black Mage Lv 100
    unlock your white mage class

    War doesn't need nerfs it is the weakest of the 4 tanks leave her alone! D:<
    (1)

  4. #4
    Player
    Verty's Avatar
    Join Date
    Aug 2025
    Posts
    19
    Character
    Kinnison Hunt
    World
    Alpha
    Main Class
    Marauder Lv 26
    2/10 Bait
    (6)

  5. #5
    Player
    A-Omega's Avatar
    Join Date
    Jul 2019
    Posts
    77
    Character
    Sin Dredd
    World
    Midgardsormr
    Main Class
    Samurai Lv 100
    This topic again…time for the way back when machine.

    For those who don’t know…WAR is in this position because of changes SE made to its original concept. PLD’s/DRK’s tank stance had mit built into it while WAR’s didn’t. WAR’s tank stance increased hp and healing received. All mitigation came from gear and cds. The health on hit was to compensate for the lack of base mitigation. Even the old defensives played into to the kill it before it kills you mentally…ie Raw Intuition being a parry for all damage coming from the front but a crit for damage from the flanks/rear. This is also why WAR did more damage than other tanks. Add in a dps stance that removed your bonus health/healing and damage healing made even more sense.

    What the complaint SHOULD be is, “Revert WAR to its original concept and work out whatever kinks made them decide to change it”. Maybe I’ll make that a post again.
    (3)

  6. #6
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,081
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by A-Omega View Post
    This topic again…time for the way back when machine.

    For those who don’t know…WAR is in this position because of changes SE made to its original concept. PLD’s/DRK’s tank stance had mit built into it while WAR’s didn’t. WAR’s tank stance increased hp and healing received. All mitigation came from gear and cds. The health on hit was to compensate for the lack of base mitigation. Even the old defensives played into to the kill it before it kills you mentally…ie Raw Intuition being a parry for all damage coming from the front but a crit for damage from the flanks/rear. This is also why WAR did more damage than other tanks. Add in a dps stance that removed your bonus health/healing and damage healing made even more sense.

    What the complaint SHOULD be is, “Revert WAR to its original concept and work out whatever kinks made them decide to change it”. Maybe I’ll make that a post again.
    You're touching on an important part of old Warrior design that seemingly has been lost to the devs.

    In both it's original 2.0 inception and from Heavensward onward the job always had strong self-healing, but it came at a cost.

    In 2.0 it was at the cost of it's defensive capabilities, which simply didn't work with how the rest of the game was designed.
    But in Heavensward and Stormblood it was at the cost of your damage output.
    You had to decide whether you wanted to heal yourself with Equilibrium or restore your TP and whether you wanted the healing and mitigation from Inner Beast or spend those resources on Fell Cleave with it's much higher damage.

    You could quite easily keep yourself alive in Stormblood by poppping Inner Release and spamming IB 5 times to heal yourself back up, but it would cost you a major cooldown that you could've used for more damage.

    And then come Shadowbringers they decided to just make it free all the time, only limited by it's own cooldown.
    This opportunity cost and decision making needs to return, not just for Warrior.
    (4)

  7. #7
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,840
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Absurdity View Post
    You're touching on an important part of old Warrior design that seemingly has been lost to the devs.

    In both it's original 2.0 inception and from Heavensward onward the job always had strong self-healing, but it came at a cost.

    In 2.0 it was at the cost of it's defensive capabilities, which simply didn't work with how the rest of the game was designed.
    But in Heavensward and Stormblood it was at the cost of your damage output.
    You had to decide whether you wanted to heal yourself with Equilibrium or restore your TP and whether you wanted the healing and mitigation from Inner Beast or spend those resources on Fell Cleave with it's much higher damage.

    You could quite easily keep yourself alive in Stormblood by poppping Inner Release and spamming IB 5 times to heal yourself back up, but it would cost you a major cooldown that you could've used for more damage.

    And then come Shadowbringers they decided to just make it free all the time, only limited by it's own cooldown.
    This opportunity cost and decision making needs to return, not just for Warrior.
    It’s a design many would like to see return but many also wouldn’t

    Just look at the single (SINGLE) class left in the game that has opportunity cost as its core design; SCH. A class that’s beloved by its ardent supporters but a proverbial pariah amongst almost everyone else

    As much as you and me and others here want is do we really have a lot of evidence that it’s a widely held want when SCH could easily hold claim to the most divisive class in the game

    Just for the record I’m not saying you are wrong in any way just considering
    (0)
    Last edited by Supersnow845; 09-11-2025 at 02:21 PM.

  8. #8
    Player
    A-Omega's Avatar
    Join Date
    Jul 2019
    Posts
    77
    Character
    Sin Dredd
    World
    Midgardsormr
    Main Class
    Samurai Lv 100
    I also have to say this part…

    Those who want a return to form are the people who mastered the high risk/high reward play style or at the least understood it. The people complaining either do so out of jealousy because WAR out performed their chosen job (in certain situations because the grass is always greener on the other side) or they didn’t invest the time to get good at the job. Both are player problems not developer problems. Yoshi P advertised a 10 year plan for the game. If he intended for the game to exist that long, why isn’t player growth a consideration? People being able to pick up the game an instantly be great because the game is so easy, doesn’t support long term play. Stripping aspects form one job to pander to another doesn’t support it either.

    Jobs should be designed to be accessible at entry with a high skill ceiling for those who master the job. A sprout to a job shouldn’t be anywhere near as job as someone who “mains” it. Being totally honest, saying main anything has completely lost its value in the current state of the game. Jobs should be approachable for everyone, but not every job should appeal to everyone either. Job design and uniqueness should draw people to it (along with the concept it embodies). That’s something else SE has failed at horribly by mixing jobs in the pursuit of random “uniqueness” for ff14. Ie…bard being a fusion between archer and bard instead of both being separate jobs. Machinist being gunslinger and technomancer instead of providing a unique experience that appeals to both halves equally.

    I apologize for going a bit off topic there. What I was originally saying was telling the player to practice, isn’t a bad thing. If Yoshi P can take an against instanced housing, new races, butt sliders (lol) why not take a stance on players needing to devote time to being better at a game he’s intending us to play for 10 years? Sure some people will be rubbed wrong actually having to put in effort, but regardless of them, the game would be in a healthier place. This complaint wouldn’t exist if they hadn’t changed WAR for the worse. Healers would still be begging me to take it easy on them instead lol.
    (1)

  9. #9
    Player
    A-Omega's Avatar
    Join Date
    Jul 2019
    Posts
    77
    Character
    Sin Dredd
    World
    Midgardsormr
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Absurdity View Post
    You're touching on an important part of old Warrior design that seemingly has been lost to the devs.

    In both it's original 2.0 inception and from Heavensward onward the job always had strong self-healing, but it came at a cost.

    In 2.0 it was at the cost of it's defensive capabilities, which simply didn't work with how the rest of the game was designed.
    But in Heavensward and Stormblood it was at the cost of your damage output.
    You had to decide whether you wanted to heal yourself with Equilibrium or restore your TP and whether you wanted the healing and mitigation from Inner Beast or spend those resources on Fell Cleave with it's much higher damage.

    You could quite easily keep yourself alive in Stormblood by poppping Inner Release and spamming IB 5 times to heal yourself back up, but it would cost you a major cooldown that you could've used for more damage.

    And then come Shadowbringers they decided to just make it free all the time, only limited by it's own cooldown.
    This opportunity cost and decision making needs to return, not just for Warrior.
    What you talking about is “identify” and “uniqueness”. It was definitely flawed. That goes without saying, but completely dismantling the job clearly hasn’t worked either. All WAR needed was better defensives and possibly a bit of utility to fit perfectly along side the other tanks. Ironically…SE gave that as they tore the job apart.

    Simple fix…remove the negatives from raw intuition, add shake it off, and you’re done.

    Another point you made the isn’t supported by the game’s reality…SE removed damage because the job has self sustain. PLD literally has the strongest healing spell. PLD also has better damage and a ton of utility. PLD is also why the offensive stance was frowned upon. It increased DRK/WAR but PLD only got auto attack speed increase. An easy fix for that…remove the stance from the other jobs. Allow PLD to be a defensive utility powerhouse and allow DRK to be bridge between the two.

    I am a WAR main. The invincibility everyone claims existed, didn’t. Sure you flexed on the other tanks in big pulls, but you were always on death’s doorstep. A single mistimed input and you were dead. As MT, your lack of proper mitigation was another massive skill hurdle. It required fight knowledge to know when you used your mitigation because you had no more then the one actual skill (especially if you didn’t level PLD for rampart).

    I’m actually enjoying this conversation by the way. I appreciate you guys for actually having an intelligent conversation with intelligent points. It’s rare on the forums.
    (2)

  10. #10
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,376
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Just go for mechanical consistency.

    Paladin spellsword combo -> heals per target hit.
    Dark Knight TBN -> scales with targets close to you, shield is per-target.
    Gunbreaker HoC -> 1 excog charge per target hitting you
    (1)
    Last edited by Carighan; 09-08-2025 at 08:38 AM.

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