Quote:
Originally Posted by
Carighan
Quote:
Originally Posted by
Shurrikhan
That's like saying "if you remove A, that which was shared among A, B, and C (and used least, on average, by A) naturally belongs to A."
If there's no way to hold threat, there is no tank, only a sabotage-focused DPS. Crowd-controller is not a tank. It's just a dude with more than average CC casts available per fight.
That's an odd way to look at it, because existing implementations both digital and analog would disagree with you there. And it's hard to argue with, well, existence.
Sorry, but... what the heck is this supposed to mean? What "existence" am I being construed as arguing with, digital, analog, quantum, or otherwise?
I'm not arguing with the fact that there were roles that were occasionally considered "crowd-controllers" (though a typical foundational 6-part division of roles would generally go to {Tank/Defender, Striker, Ranger, Caster, and Healer/Support} -- not {Tank, Healer, Damage, Crowd-Controller, +2} or whatever other arrangement that'd specifically push a theme-agnostic capacity like CC into its own "role").
I argued only that...
A. Where such a designation was used, it was about a shit designation about as useful as "DoT guy" in any fight lasting too long for the delayed pay-off time to make a difference, and that
B. No part of there (rarely) being a CCer "role" says that if you removed everything that makes a tank a tank... that then a "Crowd-controller" would be a tank.
Again, Sleep, Repose, Shadowbind, Lethargy, Cripple, Fluid Aura, Low Blow, etc., alone do not a tank make. They make nothing like a tank any more than having a basic damage rotation makes a tank.
CC is not "naturally the job of a tank". It's just one tool used by everyone that a tank will occasionally, by nature of what else it's used to tracking and where it tends to be positioned, make slightly more pivotal benefit of than most (though often still not quite so much as supports unless specifically having to make specific angular space for others).
Quote:
Now of course, I'll readily agree that probably this role should consistently be called "crowd control" not "tank".
Then why treat it as a natural progression of a tank? They're two separate things.
Quote:
This is one of those situations where the waters got very muddled because after WoW dropped the other 3 RPG-roletypes during its beta and reduced to what we now call "the holy trinity", this sadly became the norm for people even [b]thinking[b/] about these types of gameplay role. No longer even considering, as you exemplify, CC, Buffing or Debuffing to be roles.
Not really, no. Again, we had generally Tank (big eHP, high threat), Striker (some threat control, some direct manipulation, good damage), Ranger (could reach shit others couldn't, could kite if needed, could reduce party damage taken by nature of staying out of AoEs or baiting them away), Scout (traps guy, weakness-finder, sometime-initiator), Caster (specialty capacities via varied spells despite otherwise lower versatility), and Healer (heals, shields, sustaining-buffs, etc.), with buffs slightly more often found on the Healer (-> Support) but far from always.
Since WoW launched with considerable utility and distinction across those roles, it maintained it just fine, with some DPS being a hell of a lot more durable yet also at more risk than others, with some having more direct control and others less frequent but complex influences, etc.. What you're referring to here is simply dungeon-finder (duty-finder here); the differences between scouts, rangers, strikers, and casters were retained in WoW itself.
People did think about those roles; they just weren't bound to them beyond their actual difference in use (i.e., the points where a Cat being able to shapeshift into a Bear might offer more than a Rogue or the Rogue would offer a new route by way of Pickpocket, etc.).
Quote:
No longer even considering, as you exemplify, CC, Buffing or Debuffing to be roles. "It's just DPS with more CC".
That has nothing to do with the alleged "reduction" of roles from 6 to 3. The original 6 didn't turn CC into its own role; instead, every role did CC (and/or created the same net effect as CC), each in different ways. Nor have buffing or debuffing ever made a cohesive role cluster. Support in a 3-part setup, yes. Striker in a 6-part, yes. Tank in either, yes. But not debuffer or buffer, because those don't actually take any unique approach to combat as a whole, only add a constraint to outputs otherwise perfectly average across and agnostic to an actual Caster/Ranger/Scout/Striker/Tank/Healer kit.
Quote:
And yes, I am aware that in FFXIV, CC has never been a thing
It was a thing early on. You presumably joined after that time, is all.
The first level-cap dungeon's speed run cheese was originally 4 SMNs because of that, even if BRD/WHM/PLD/BLM was close despite being more intuitive.
Quote:
And yes, I am aware that in FFXIV, CC has never been a thing
CC is not limited to mezzes. And atop them, we still even have binds, heavy, stun, and interrupt even after having lost pacify, silence, pull-ins, and knockbacks.
Quote:
Which means that things such as CCing enemies, diverting enemies (physically intercepting attacks or if not possible, this is where holding aggro again finds its place) or putting protecting effects on party members then falls naturally to this archetype.
I'm literally the guy who was insisting on the ability to directly intercept or divert enemies? This isn't mutually exclusive to Enmity being a thing.
I merely pointed out that there's no reason to make CC tanks-only or to treat it as mutually exclusive with Enmity skills by more typical (less wasteful) means. You can have interception, suppression, CC, AND enmity-focused skills alike.
Quote:
The whole "I hold aggro"-thing is also a bit pointless insofar that if your blue-icon jobs are supposed to hold aggro, then there's no reason to even make that a scalable gameplay mechanism, as "aggro" (unlike threat) is a binary effect. You either have it or you don't. Which means it might as well be removed and the boss looks at whoever has tank stance on and uses provoke until switched elsewhere.
This makes no more sense than "your kit has a DoT or it doesn't, so we should just have that tick automatically as long as you're a job with it and opened combat". It's still a rotational factor at minimum.
And no, Enmity doesn't have to be binary. That's how it's been used in XIV thus far, yes, but it could as easily apportion the decision weights of a mob's available attacks, making any such gradation of actions from that mob.
Quote:
And I mean, SQEX seems to agree to a degree as most newer bosses aim their TBs at the two tank-role targets independent of aggro, and will only care about that if only 0 or 1 tank is alive. hence the OT leaving tank stance off in most fights nowadays.
Why should we care whether the SQEX agrees? We're in this thread (and most people are on the forums in general) because SQEX's decisions leave much to be desired.
Quote:
Would it be better if as the OT I'd at least have to maximize my threat to be able to take aggro as needed? Not really, there's no gameplay difference from a mechanical POV between a combo that maximizes my threat and one that maximizes my damage
That's because there presently ARE NO ENMITY-MAXIMIZING ACTIONS. When there was, however, they provided at least as much gameplay as any other use of alternative combos (e.g., Storm's Eye, old Goring Blade, Gnashing Fang) until they were neutered by being treated multiplicatively under excessively strong stance modifiers. Which you can call negligible if you like (though by that warrant, the game is basically just a rote chain of buttons or, XIV-combo-condensed, 1 rotational ST button per job, and I don't understand why one would defend that), but it is literally something.
Quote:
Of course, if DPS became less of a focal point, it'd be a very very different proposition.
DPS being the focal point makes zero difference. You cannot do DPS if you're dead. Your DPS cannot do DPS if they are dead. The more damage healers do, the more each GCD of healer damage saved via an at-cost tank sustain GCD is worth. The more damage DPS do, the more value each time the tank saves their ass is worth.
Flash dealt no damage in Stormblood. Did that stop it being used? Not remotely, because Total Ecclipse in turn had no Enmity modifier, while Flash reduced average damage from attacks not guaranteed to hit by ~20% and, more importantly, put out hugely more Enmity, which meant less healer GCDs wasted on healing non-tanks, less relative uptime lost to DPS dying, etc., the rDPS of which was far greater than the PLD's own DPS loss.
It's precisely because of DPS requirements that you use non-DPS skills -- because the rDPS gain is still higher and the only thing that could ever differentiate personal DPS from raid DPS is Enmity (and single-target buffs).
The effects pertinent here are solely the relative tuning of Enmity modifiers given whatever decay systems, etc., may exist, such that Enmity skills necessary use is enough to feel worth having as part of one's kit. When you only have to do a few combos at the start of an encounter and can forget about the Enmity combo thereafter, yeah, that feels wasteful. So just don't go out of your way to cripple those skills' use in that way, and you're good; they're at least as engaging as any other alt-combo.
______________
Summary- Roles should include also some sense of how position, eHP, range, feature sets, etc., come together into a cohesive approach to combat (and often even a distinct silhouette, so to speak), not merely "has DoTs", "has CC", etc.
- CC, being agnostic to the above (part of how each role manages its capacities, each generally in different ways), is not sufficient to comprise a role just by having more CC than most other tanks/strikers/rangers/scouts/casters/healers.
- Enmity doesn't have to be binary. All that's fundamental to it is that it's a tabled value that other outputs carry some amount of and which can be modified (given an amplifier, suppressor, a match-up, match-down, doubling, halving, flat increase, flat decrease, constant decay, constant marginal decay, or whatever else). It can be made a granular weight for all decisions just as easily as it can be an absolute toggle for a certain set of decisions.
- Because CC already has its own purpose (the CC), it makes little sense to make that a core of tank Enmity generation. It would wastefully DR enemies early and either oversaturate threat via awkward optimizations or be dependent on such interactions just for tanking to function.
- Enmity skills when well-tuned and given some constraint on excess margining provide at least as much gameplay interest as any other alt-combo, but usually more. Just as debuffs have more skill-expression possible than a mere buff and a durationed buff combo more than a mere flat alternator, Enmity actions/combos (again, if not ludicrously poorly-tuned or lacking any margin-reduction) provide a higher ceiling than debuff combos in turn.