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I miss the old days when warrior consider to be one of highest dps in the game 🥰
Thx 4 info 🍻
Making everything more braindead
I think WAR is fine, being able to heal up that much is fun and thematic. But as a healer main it leaves me without anything to do in dungeons. I basically never have to cast a heal and the WAR will be fine with incidental healing like Kardia, Embrace, Earthly Star, etc. It makes me feel kind of pointless, like the only reason healers get taken in casual content is because the DF requires it. And I don't even have anything interesting to do while I'm waiting to heal because the devs are hellbent on simplifying healer damage. I miss juggling 5 DoTs on Scholar! Playing PvP recently where everyone can heal but healers have more damage options really drove it home for me. The issue isn't that WAR heals too much, it's that healers don't have anything interesting to do when there's nothing to heal.
Having the cone, and any aoe that isn't a circle, just drives my ocd crazy in positioning and efficiency. Whenever I play gnb or pld, I position myself comfortably in the middle and spam away. Old war and even drk still with flood and shadowbringer drives me crazy in feeling like I need to constantly re-position, even though I think the lines are so thick that I don't need to reposition so much
Actually I was kinda hoping for healing options for DRK. Everytime I see a DRK in a dungeon while healing I go: "Ugh".
I absolutely despise the overpower change.
problem isnt war, its healer class design
I think tanks and healers are kinda designed assuming the other one isn't fully pulling their weight. Yeah warrior's self-sustain is incredible, but there's plenty of tank players, warriors included, that think mitigation is something to save mainly for bosses. Or maybe they do use mitigation but aren't great at it, so you still need to heal them. Just because its possible to run with 1 warrior and 3 dps in expert roulette doesn't mean everyone can, as it also relies on dps jobs using their cooldowns too so that mobs die faster. Which not everyone does.
Honestly, when I'm playing healer, I don't really mind when I get a warrior that's good at using their healing, cuz for every one of those, I'll get probably two or three other tanks that are just bad at using their cooldowns. Or dps players will just use their basic aoe combo and that's it, making pulls get drawn out longer, and then I might find myself short on resources in the next pull, have to use gcd heals to make up for it, thus I'm not doing damage, thus further exacerbating how long a pull takes.
It's perhaps not a balanced dynamic, but I also don't think it's a problem, and in single target, high end content, it's much more evenly balanced.
I'm of 2 minds because I was very salty they nerfed Expedient on SCH because it is such a fun, unique skill that feels good to use. So with WAR, I'm glad they didn't neef the healing because it feels good and fun to play ultimately but it's why people like me were so confused with nerfs like Expedient when other jobs that have crazy strong things that eclipse something like Expedient, weren't touched, so I guess it just confuses me what they're doing with balance overall with some of the choices of jobs that got touched, and the cone change was unnecessary and just made an already simple job a little bit simpler.
I don't think that warrior healing is an issue in the slightest. If Square comes to the conclusion that warrior can heal too much in dungeons and they don't like the idea of 1 Tank + 3 DPS running through dungeons then the simple fix to that is to simply make dungeons do enough damage that it requires a healer. Or add mechanics you need esuna to cleanse in dungeons. Alternatively just give healers more damage buttons do they aren't bored whenever they get a Warrior as their tank.
In terms of the AoE change, as a Warrior main I strongly dislike it. It actually makes pulling mobs *harder* in most cases since you lost range (in terms of distance from you to the target, the overall range from front to back is still the same), and it forces me to stand in the center of the group instead of being able to stand on the edge and keep AoEs that are targeted on me away from my team. If anything I think they should have made Mythril Tempest a second cone and really leaned into the unique style of AoE that Warrior had. Having to think about my positioning as a tank was an enjoyable part of playing Warrior.
I am of two minds with the Inner Release change though. On the one hand I really like that I don't have to hold GCDs during mechanics like Pinax in order to keep my KB resistance, but on the other hand I am not a huge fan of allowing Inner Chaos to be used during Inner Release without any downside. You might say "Warrior is pretty brain dead anyways" but that wasn't always the case, warrior has been gutted over and over again over the last 3 years to the point where it is a shadow of its former self. It used to actually have a semi-engaging rotation and gauge management, now it just has Fell Cleave.. and lets be honest, it just isn't enough. At this point Warrior functions almost identically to Dark Knight just with less buttons and more healer.. and the healing is almost never actually a factor in a Raid environment.
I don’t believe any character should be considered too strong for any pve content. Instead of nerfing maybe just buffs other classes? I guess that’s just too hard for people to think of or something? But saying classes are op in pve game is just asking to get nerfed and not making them fun to play at all. Just buff other classes and change your terminology. No class is op some are stronger than others. Some need buffs. Nerfing a pve game is stupid
I don’t mind that Warrior has strong healing potential in dungeons. Honestly all tanks should have strong healing during trash pulls.
The thing is… we meme all day about Warrior being another healer. But the reality is that in dungeon content the game always has been super easy and should remain so. When I heal in dungeons I don’t mind seeing a Warrior because I know I can aoe much safer without fear of causing a tank death.
Sure you could still do that before Warrior got their healing, but it wasn’t as safe and so it discouraged people.
So long as they keep boss fight sustain balanced for content and raiding I’m fine with it