so my main question on the tank changes is simple is their emity modifiers being updated to much higher levels or will us good dps have to tank for them?
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so my main question on the tank changes is simple is their emity modifiers being updated to much higher levels or will us good dps have to tank for them?
i sure hope so cause atm the emity modifire is based solely on str more or less so will become vit mostly but they will hit somewhat less so hope the modifiers are deffiantly upped alil to work with this. exspecially PLDs threat modifiers.
Enmity is based on Attack Power which, until 3.2, was solely derived from strength. In 3.2 and onward, Vitality will have a stronger stat weight than Strength, in turn contributing more to DPS and threat generation. Competent tanks have no issue holding aggro against even the most world class DPS, and I doubt they would allow threat generation to be an issue moving forward.
if wars don't get any change except deliverance modifications this means they skills dont get any change and still scale with srt, with the new vit meta all defensive skills based in str get a number nerf in that case, equilibrium go to lose most of the effect, well nice, but i was hope they change at least raw intuition, that skills is so freaking op for a non parry tank.
None of a tank's (or dps for that matter) abilities are directly based off strength. It's all based on attack power (which, for tanks, MNK and drg, was based on str) and weapon damage.
Tanks' attack Power is going to be based on vitality now, so overall nothing changes (if anything, equilibrium is going to be even better in Defiance due to there being more vit available at the current ilv than str)
Aside from the lore, this was the most important takeaway from the interview for me:
Seriously? Seriously!?Quote:
Is the idea that you can use Stone, Sky, Sea as an objective measure for party recruitment?
Yoshida: Since that could lead to selectivity, we won't include that. You could put something like DPS who can clear with more than a few seconds as a comment, but players who look at it would have to assess themselves.
I mean, it has been said that you can take screenshots or videos of your performance, so Stone, Sky and Sea isn't *completely* useless. But ironically, in their fear of players being 'excluded', they're *already* fostering a culture of exclusion. More specifically, new players to the raid scene are excluded from veteran raid groups, because the latter have *no way* of sorting out potentially 'good' players from 'bad' players. As a result, they would rather take someone already proven, then take a gamble. And they have an easy way of telling if someone hasn't gotten the clear yet, thanks to the 'new player bonus'. This, in turn, contributed to the shrinking of the raid community, since the influx of newcomers from the Heavensward launch were effectively shut out from raiding (when they should have helped revitalize it).
In the long run, I think SSS *will* help party and raid recruitment, since people can request objective screenshots and videos of performances without fear of breaking the ToS. It certainly provides more of an 'at a glance' style of looking at recruits, rather then parsing them individually. But it does very little to solve the problem of console players in all this. Admittedly, I'm not too familiar with all the features of the PS4, but I'm fairly certain its *much* easier to take and share a screenshot on a PC.
I'm fairly optimistic towards FFXIV as a whole, but even I have to admit this is getting ridiculous.
Exactly. Even if in-game doesn't want to show exact scores, it can at least do a binary clear/no clear as a DF requirement. People would be a lot more likely to test their luck in harder content with randoms if there was at least a guarantee that said randoms could, at a minimum, pull their own weight.
Having the system be the one to tell a player that they are not ready yet leads to a hell of a lot LESS judgement and harassment than having the player join anyway and get called out after failing and wasting people's time.
Anyone else think that there is a good possibility that tanks will still be able to push as much DPS, if not more, due to having more VIT which equals more HP allowing tanks to "stance dance" more and spend more time in "DPS" stance rather than tank stance. Personally, I'm a bit disappointed that Yoshi P has straight up said that tank dps will be lower (flame me if you will), however I look forward to the opportunity to try out spending more time in DPS stance to see if I can still push out as much, if not more, DPS as Drk.
More Blood Weapon, more Dark Arts, faster attack speed, more mp...sounds like there is still a high amount of potential to push out good DPS as DRK.
Bullcrap. PLD / GLD is one of the weakest soloing classes in the game, especially during story mode battles. Back when I did my relic quest, all the map farming for alexandrite had to be done on my SMN because I couldn't solo any of the encounters involving more than 3 mobs on my PLD, even with my chocobo specced out for healing.
The whole idea that solo tanks will outlast mobs of enemies in a MMO is extremely antiquated game design thinking. Wars of attrition result in the one under attack to be defeated, not the other way around.
The lack of AoE for PLDs is a real killer. And don't nobody even suggest Circle of Scorn is an AoE attack; go pop into Satasha NORMAL unsynched on a 60 PLD and try to kill a mob with Scorn, it won't even half their health bars. It's auto-attack without the bonus from Sword Oath. On lv 15-18 mobs, and being max level, Circle of Scorn won't even kill trash many levels below a PLD, let alone put a meaningful dent into enemies the same lv as the PLD.
Players need to set aside the "holier than thou" attitudes and use every opportunity someone legit complaints about bad game design as an golden chance to talk about how awesome of a gamer they are to do things in spite of the bad design. It doesn't send any united feedback that gets the issues addressed when you bury your head in the sand like that.
The devs want more tanks to run in DF pugs, but they don't want to do the one key thing that would make a difference; put tank DPS on par with DPS classes if the tank is in a party. It works like this in most MMOs, namely the most popular one (WoW, where tanks tend to top the parsers) and the world doesn't end.
When players of tanks feel like they are helpless to clear encounters because of bad DPS players, it makes them not want to run PUGs at all. No matter what bonus they get, no matter what special mount can be obtained. None of that is worth a dungeon run taking over half an hour because some idiot BLM / BRD doesn't want to use their AoE to kill trash and melee DPS who ignore their rotations to spam one skill for the entire dungeon run, or wipes caused because even when the tank tries they can't kill mechanic-crucial adds the DPS are utterly ignoring in favor of just focusing on the boss.
I get so tired of dealing with morons in PF that I just plain abandon the party these days rather than try to argue with people who either want to be jerks or just don't care about learning the basics of their class. I'd rather eat a half hour wait time penalty as my character sits AFK than spend that time wiping because there's nothing I can do to compensate for players who won't do their proper rotations or purposely ignore boss mechanics requiring them to do anything more complicated than attack the boss from the rear.
Not true, several DPS have party buffs or enemy debuffs that are very helpful to an encounter. Whether specific players actually use these abilities or not is another issue, but all DPS have some kind of added utility beyond just dealing damage. That's usually how DPS are balanced in party mechanics in MMOs. The tank by themselves can't solo the same DPS as a pure DPS class, but in a party the tank can if the DPS employ their utility skills. This is how most MMOs work these days to avoid the issue FFXIV has with few people wanting to tank because it usually results in the tank at the complete mercy of the DPSers and healers to be good in order for a dungeon clear to occur, and given tanking is a role with the most responsibility it's something a lot of people don't want to do by its very nature. Intentionally making tank DPS the lowest in the game sends the message to players that if they tank, no matter how good they are, they are at the total mercy of other randomly selected people being good at their classes to clear even normal dungeons and cannot compensate for their shortcomings in any meaningful way.Quote:
Party content (primals, dgns, raids): Outside dps checks, we don't have ANY reason to bring a dps to party content. You can go with 6tanks and 2healers and clear any content ( again, outside dps checks). If you do a party with 6 dps and 2 healers, everyone will die eventually. 0 chances to clear any content.
You want to see more tanks in the Duty Finder, then make tanking in Duty Finder less frustrating. The only way to do that is allow the tank to have enough DPS to take down those adds during a boss fight that cause party wipes if the DPS don't take them down. It's not that complex to understand. Sure, in a perfect world the DPS would do their jobs perfectly every time but this is reality and she is a harsh mistress. A significant portion of the playerbase chooses to not play their class in an even semi-optimal way that makes these perfectly designed encounters unbreakable walls to overcome, and tanks generally would not care as much if the DPS were loons if we could overcome some of these mechanics ourselves during a PF run.
People -- especially the devs -- need to stop thinking of "highest defensive ability" as some kind of special advantage that tanks have. It's not. The only reason tanks need high defensive ability is because you made PvE enemy difficulty centered around stronger enemies dealing tons of damage at scheduled intervals. As can be seen in PvP, high defensive ability amounts to zilch in the face of continuous high damage output which DPS classes can deal.
It's probably not ironic that in the new PVP event, the devs don't intend tanks to meaningfully contribute to their group beyond picking up medals.
Considering they said they're increasing the entity bonus on tank stances, they may be nerfing enmity outside it (even if it's just because we're vit specced). So tanking long fights in dps stance may become hard or impossible to do if you have good DPS. At the very least, you'll have to go into tank stance every so often just to keep hate.
I think I'm more disappointed that Dragoons got Garuda and the Ranged/Nin got Levi. I would've had that reversed. Levi, the sea serpent, is more akin to lizard-kin/dragon-kin. The scaled attire would've suited the dragoon much better. The wind/air nature of garuda would've suited BRD and MCH much better, as using the wind to guide projectiles, as well as the feathers and and light-weightness suit mobile ranged attackers much better. I just don't see scaled armor on fighters that are supposed to be nimble and mobile. I know it's too late to change it at all, but I really had hoped that the two would have been reversed for appropriate classes.
Damn it SE. Tanks are supposed to be hitting stuff anyway. What's the point of nerfing their DPS? Nerfing healer DPS should have come first.
I wasn't terribly worried about /who/ got which set but...I'm not pleased that caster and healers share. That is five classes sharing gear which for me means I'll probably never wear it as a set because who wants to look like everybody else? Especially for gear that is supposed to be something you work for over time. Recolors are all well and good for some things but not this in my opinion. Stings a bit more when dragoon got its own special set.
I guess we will have to see, If my Fell Cleave under Berserk does not Cleave for 7.9k(currently topping 8.1k in some content) I'll be a little perturb, if only for the simple fact my PVP burst just became a steeper hill to climb. In PVE content, whatevs, just means actual DPS won't be able to rely on my opener as much for checks.
I'm not happy with "Tanks" being thrown around in this thread as meaning all 3 of the classes. When talking about War DPS yes, it's too freaking insane and high. My main is a PLD since day 1 and I've always felt like the weakest link in the DPS chain... however I'm not angry about that one bit. I chose to be a tank because I want to be a tank, not a DPS. I've always cringed when seeing tanks stack Str gear, and curse SE for allowing this to be an option. War DPS should be nerfed so people aren't running around just using War's all the time and being as proficient as DPS, however please keep them separate from PLD when discussing how high tank DPS is.
Since glamour is the end game looks like I am maining nin instead of mnk. Serpent armor beats w/e u call that for Ifrit armor in my book.
Windows 10 also has a similar feature.
TBH, I had pretty low expectations of the mentor and SSS systems, but each new thing I learn about them makes it even worse. There should at least be a way in PF to restrict to someone having cleared it or not. Linking screenshots is ridic and makes the whole thing fairly worthless. Mentor program requires the mentor to add newbies to the chat channel? I am all for helping, but I'm not going to log on and sprint around the starting cities to add newbies to the channel to help them.
It's always going to be a game of whack-a-mole.
If tanks wear all strength accessories in the past, then healers are having to pull more weight than they were originally intended. Now healers are pretty used to dealing with squishy tanks and now that tanks will wear all vit, people now will fret if a tank keeps their "tank stance" up. Tanks will lose threat all the time now.... lol I mean, many won't have any trouble, since they understand how enmity works. What I mean is the normal player, most players, the one we see most of in most random duty finder content. Those people are going to be coerced and bullied into doing what the "good tanks" do and they are going to get frustrated because it won't work for them. Let the ping pong aggro in duty finder dungeons begin.... lol
Vitality doesn't make tanks any less squisher or tankier though. They already mentioned that a full vit tank will be stronger than a vit/str hybrid in 3.2, and that overall tank damage will be lower in 3.2 compared to now (regardless of stats, 3.2 vit tanks will do less than 3.15 str tanks). The matter of fact is, with how it is now, vitality doesn't help with tanking, while str helps with enmity generation and indirect mitigation through self-heals and well, killing things faster. Of course the game doesn't imply any of this and instead encourage all fending prefix accessories to be tank prioirty, slaying to be dps prioirty.
WAR also go through two quarantines (or all three). But it is still a good example of a job playing mechanics instead of ignoring them for the sake of DPS (I mean, you *could* sacrifice a DPS or healer instead of the WAR, but really...that's just hurting your group)
Yea-no.
Wow overcomes the obvious problem to this (If tanks do just as much DPS, why bring DPS?) By adding very specific party-wide buffs for each class. So even if tanks were doing similar dps, (which they only are if they're tanking and getting vengeance) they aren't bringing the diversity of buffs. FF14 basically only has the LB building system, and a moderate STR buff.
Much less, what's the point of rolling a DPS class if you're not better at DPS than a class that takes way more damage? Maybe you're ranged, or maybe your casting spells... But what if you're just a melee? What's the point? Thematically or mechanically?
I'm a bit put off by Wardens Paeon, if they can simply adjust the cast time and such, why can't they just give us swiftcast? It seems each patch becomes more convoluted for BRD. Seriously we're now a regenerating debuffing status cleanser caster class. I still don't even see myself adding WP to my crossbar even with this tweak.
Yeah, this is exactly what I'm talking about when I mention players who act like they are awesome in unrealistic ways.
The Rock giant with bomb minions is impossible to solo as a PLD as it requires the ability to either burn down the adds or kite them while DPS; neither of which a PLD is equipped to do. I don't even want to hear this crap that you were impossible to kill. You might be able to endure the Malboro or the Cyclops if you were over-geared and popping potions, but the same encounter done by any other class is x1,000 easier.
Seems the solution is clear; add more unique utility to DPS classes. Why is this so complex to understand?
The main reason players roll a DPS class is to have less responsibility than tanking or healing. It's not to do the most damage in the game. I'd further say the class a player chooses as their main usually has more to do with their own psychology -- the image they want to project about themselves -- than it does any game mechanical reason. Thus why the majority of modern MMOs have long since abandoned a harsh adoption of the holy triad, in favor of a more relaxed model.
WoW is one example where tank DPS is on par with a pure DPS class while in a party, but there are also games as old as Ragnarok Online that have always allowed tank characters to deal high damage while tanking. Because the non-tank classes have other utility that tanks do not have, the game is still balanced.
FFXIV focusing just on how much damage, healing or defense a character has as the sole basis for determining what is "balance" is why there is a shortage of tanks.
I always solo'd that as a PLD... lol Maybe you were just doing it wrong. The Marbol was easy, just stun it or use tempered will to remove the bind and walk out of the bad breath aoe. the cyclops was the only one I really had trouble with, due to lack of aoe damage, but I always managed to solo taht too
It's likely because the skill isn't meant for the raid scene, rather something to use when your out adventuring alone like doing fates. It's also what I would call a PvP skill. With the new changes, it has a TON of uses there.
The recast could be one second and it still wouldn't keep you from doing the healer's job.
Just to ensure we are on the same track this is the encounter you are claiming to solo as a PLD
https://www.youtube.com/watch?v=WeXzMO6Gv5A
That's a WAR doing the encounter. The only reason they managed to succeed is because the encounter glitched and the bombs didn't target him and rush to explode like they are supposed to.
Here's the same encounter with a BLM who just nukes the bombs when they spawn.
https://www.youtube.com/watch?v=BOIebRNy6Gc
See the difference? Winning as a tank requires sheer dumb luck. If the bombs had targeted the tank, he'd wiped and there would be nothing he could do about it.
There isn't enough time for a PLD to single target kill each bomb while also getting wailed on by the golem. Unless they've changed the encounter from when it was released, which I doubt. Even if they did the point still stands that lack of tanking ability doesn't inconvenience DPS classes in the slightest because they can kill enemies before they can kill them, whereas PLD has a lot of difficulty dealing with more than a couple enemies due to low DPS burst and barely existent AoE.