I'm explicitly not talking about DPS but okay.
Printable View
Where are the "amazing" changes?
The added physical mit are good, but not amazing (i mean it's only 5% and 10%)..... And the HP regen on CnS is just a nice side bonus.... Because, they still didn't fixed the MP Regen, so CnS is still primary used for that...
Until they fix the MP Regen, HP sustain on CnS, in most case, fall flat.
No thank you, I think they are fine as they are.
The thing about Barrier vs Mit is that, you want a good mixture of both, mitigation makes Barriers stronger, Not to mention Barriers aren't as effective in instances of Multi hit's, So theirs even instances where mitigation can be out right better and Multi hits are common. Lets not advocate for job homogenization for a problem that doesn't even exist.
All that needs to change for tank aoes is getting rid of warriors aoe regen.
We want a mix when they're both producing about the same output in common practice (e.g., in a typical semi-serious encounter). The problem is that what causes one to outperform the other has nothing to do with how they play or feel to use, only the output of the content in question. For percentile mitigation to be of equal value in Savage commonly means it has to be overpowered in, say, Ultimate, and underpowered everywhere else. Yes, they're synergetic, but not by enough to overcome innate disparities if incoming damage differs significantly across difficulty tiers.
I do agree that homogenization is not typically the way to go --and there is absolutely zero benefit to removing unique names and animations for the sake of it, a la Role Actions, something I could not despise more-- but unless the flat mitigation (barrier) has some indirect scaling mechanism it becomes impossible to balance against scaled/percentile mitigation across varied tiers of typical incoming damage. Either casual content would need to put out more damage and serious content a bit less or we'd be better off with a mix available to each job and flat mits having indirect scalars.
Haima would like a word with you.
You really aren't doing yourself a favor by considering shields deparate from percentual-damage-reduction effects. They're both mitigation, and there's multiple axis along which they differ. But ultimately all these effects increase eHP, in different ways depending on the incoming damage and incoming healing.
But on the general idea I fully agree, plus I want tanks to be more specialized again. Content has become so easy anyways, including Savage and all, due to Square's "never nerf, only buff"-policy, it frankly wouldn't matter if one job had only absorb shields and the other only DRs.
Well yeah, any buff is welcomed but.... In this case, there is nothing to be ecstatic about and make me want to scream "amazing".... is just nice, nothing more.
[Edit]
Also saying amazing" for simple QoL modification is also bad.... because it can make SE think that everything is fine with current DRK and that they don't need to touch the job much.... And this is wrong.
I mean, Abyssal Drain on 30s not, but on 45s yes and re adding the removed 2 stack on Blood Weapon/Delirum are far more much important right now that those little changes.
It also means that since they now "fixed" DRK, any actual fix (read: rip out 90%+ of the kit, go completely back to the drawing board with the underlying ideas, then re-implement the job from the ground up) is basically off the table for the rest of the game's lifetime. Sad.