Yeah, can't wait for more cries of homogenisation because of Ultimates that only a fraction of the playerbase even attempts.
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Yeah, can't wait for more cries of homogenisation because of Ultimates that only a fraction of the playerbase even attempts.
Correct me if I'm wrong (which I might well be, I'm not super up to date on tank minutiae), but isn't it just a case of 'DRK has way more of it's damage happen during the 2min window'? 2 Shadowbringers, 4-5 Edges, Bloodspillers, Living Shadow, that's a lot of 'throw everything in raidbuffs', and because raidbuffs are multiplicative, the more of a job's kit that gets stuffed under them, the more 'free potency' is generated out of the multiplication, right? So I'd assume, if that assessment is true, then one solution is to reduce how much is 'in the buffs' and move it 'out of the buffs'. So reducing the potency of Shadowbringer and putting it onto Hard Slash or such. Of course, this goes against the 2min meta, so it'd never happen, which leads to option two... Buff the others. Again.
Mostly, yes. If you look at rDPS on FFLogs, then tank damage will look much more balanced compared to aDPS. The rDPS metric isn't very relevant, practically speaking, to the tank damage balance discussion, but it demonstrates well enough that potency per second is at least pretty close. DRK has some other advantages when it comes to damage potential, namely having passive MP regen while being able to liquidate excess MP into damage. That advantage tends to manifest mostly in Ultimate content where multiple extended downtime periods are the norm. There's also silly stuff like intentionally dying and being healer LB3'd quickly to regain MP. I wouldn't even bother mentioning this if TOP's final phase didn't just so happen to set the perfect conditions to do it, but it does.
With that out of the way, I don't think nerfing DRK's burst potential is the answer if the method is just redirecting potency. That is, if DRK is still going to have massive oGCD vomit during 2 minutes, then it should feel and be rewarding considering the inconvenience it can cause. Personally, I think the oGCD spam is horrible design for a tank, but even worse would be retaining it with no "advantage."
It's at its most annoying when the timing works out so you need to throw up a tank CD during your burst phase. Even with godlike latency you've still got an odds on chance of being tripped up by it. GNB's burst phase is obnoxious for the precisely this same reason, albeit not to the same degree.