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Originally Posted by
ReiMakoto
To touch briefly on a few ideas here cos that is one big wall of text.
Yes tanks should have to work harder to achieve the same result overall, tanks are currently the easiest role in the game,
Purely subjective. And as Lucy said, nothing is "hard" until you start getting into savage or ultimate.
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healers may only have 2 damage buttons but they do have to fiddle about with their healing, tanking is currently simplified dps where you occasionally press a cooldown or move an enemy. Bigger numbers is satisfaction for a lot of players, dismissing it as just bigger numbers on a website is very reductive.
How is it reductive when that's exactly what people have been asking for? They've even justified it by somehow tying "fun" to how much dps they do. Would they feel like they're having as much fun if fflogs didn't exist? If everything as we know it today was exactly the same, only ACT and fflogs didn't exist (and thus no one knew their dps) would that make the job less fun to play? How does generating an arbitrary number reduce (or increase) the fun of a job on it's own? Or put another way, if looking at the damage you deal with a job and deciding "this is too low" is enough to ruin the "fun" you have in a job, then you're on the wrong job. By design, tanks do not deal as much damage as DPS do. That's why we have DPS; to deal lots of damage.
And again, if a combination of low job population coincided with a noticeably lower amount of damage dealt, then there would be justification for "I'm not having fun because my damage is too low" with the implication being that you can't engage/complete content (which is where the fun is) because you aren't dealing enough damage to beat said content and thus are excluded from it. In this sense, the "fun" isn't derived directly from the big numbers, but rather the lack of numbers directly impacts a job's ability to participate successfully in content, indirectly locking them out of having "fun." But that's not the case right now, as every tank can beat everything in game just fine. While an argument could be made that DRK and WAR are a wee bit behind, it's nothing that some very minor potency buffs couldn't fix (or an encounter design that favors a 90s cycle instead of a 60s cycle).
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You challenged Quah to come up with more in depth dps rotations, but I would like to ask how do you make tank design more inherently "tanking" focused without a massive overhaul of raid design as well.
That's the whole point. I - and many other tanks - want a return to the tank-centric stuff that happened more frequently in HW and ARR. We want tank things to do! We play tank so we can tank, not so we can dps. Every job should be rewarded for maximizing all parts of their kits in their efforts when engaging content. As it stands now, the tanking side of things has been dumbed down so far that the level of thought/effort required to successfully tank all but the hardest stuff is pitiful. One way to increase complexity would yes, be to make tank dps rotations more complex, but all that's doing is making tanks more like a dps, which is just more line blurring and watering down of job identity. People are already upset that WAR and DRK are basically 80% similar, do you really want to make all four tanks even more similar to both each other AND the DPS jobs?
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Everything in this game is telegraphed to the nth degree and our cooldowns are on long timers, moving cooldowns to be on a lower timer and making you use them more could be a way to go, but would substantially break old fights and I would argue isn't much more interesting. Personally my idea is reintroducing an MT, OT stance split, but have them have the same damage potential, with MT converting damage taken into dps in various ways depending on job and OT having more dps abilities due to ability swapping.
Maybe it's the old WoW and FF11 vet in me, but there are no "long cooldowns" in FF14. A long cooldown is your 2hr in FF11, or Recklessness/Retaliate/Shield Wall in WoW. As for your idea, I think I get where you're coming from, but then you're just bringing things back to the HW/SB days, and not necessarily in a good way. However, if the incentive for the MT to stay in their "MT stance" was great enough, you could be on to something. I do like the general idea of a tank taking damage and using that to somehow dish it back; the difficult part would be coming up with something that's unique to each tank to set them apart. Maybe one tank - WAR for example - could be more about directly returning the damage they take on a more immediate basis while MTing, but another tank (let's say DRK) would "store" that damage and unleash it using special attacks in their OT stance. Likewise, the DRK could "charge" some damage dealt while in OT stance to unleash as a big burst when first entering MT stance. Both tanks are getting the same amount of damage overall, but the way in which they deliver it differs. That would be interesting.
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Personally I don't think that tanks who want to deal a lot of damage are a bad thing, and honestly I think its what got a lot of people into the role in HW and SB with Warrior, I dont think anyone in their right mind wants tanks to do more or the same damage as a dps, but from personal experience with myself and my friends improving as a tank was always fun because you could see how high your damage was compared to some dps, but as the adps statistics on fflogs shows for now vs SB we're doing less and less, and yes comparing adps now to dps then is valid, because it was perfectly possible to get high parses in SB without single target padding which is the only thing that adps filters out.
Wanting to deal decent damage as a tank or a healer isn't a bad thing at all. The problem I have with many suggestions nowadays is the - for lack of a better term - "narrow minded-ness" of the ideas presented. It's a noble goal to want to improve and challenge yourself within your own job and role. It's a noble goal to want to contribute meaningfully to an encounter. None of that is bad. What *is* bad is when the solutions to these problems focus around an arbitrary increase in tank damage with little-to-no consideration for the larger design of the game. Just throwing 1k dps at tanks and calling it a day (something that was suggested a few months ago, resulting in a HUGE thread, plus a number of spin-off threads) isn't the answer. Adding more complexity to dps rotations with no actual gain isn't the answer. If complexity is going to be added to a job, then the reward for properly engaging in that job should be greater. Simply boosting a role's dps contribution while simultaneously increasing boss HP isn't the way to go, as it devalues the contributions of the other roles for no good reason.
With all that in mind, directly addressing the very real issue of job engagement on tanks cannot be accomplished by simply focusing on dps. Possible changes to rotational complexity, done correctly, can be one solution to this, but it's not *the* solution. The last thing we need is even more job homogenization. What we definitely need more of is a re-focus on tank-centric encounter design. That is to say, having a tank do tank-like things correctly in order to maximize not only their contributions but also to enable the rest of the party to maximize their own contribution.