I don't think PLD is getting any new abilities, I think just some TP enhancements and some aggro modifiers.
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I am not talking about new abilities, but about changing existing ones.
They've mentioned adjusting some PLD CDs previously. Going back further they mentioned changes to DRK (that haven't happened yet).
I think it's that they don't repeat themselves in regard to these sort of things. Some of these comments go back to olders QAs or live event interviews. Either they're looking into this stuff but want to - at present - keep things the same to get more community testing before tuning, or they changed their mind and keep quiet in hopes we forget. I do think if PLD gets adjustments though it'd be strictly to a couple 52+ abilities (exceptions being TP adjustments and possibly Swipe, because that has already undergone 3.0 adjustment).
Will see I guess, but I am not expecting anything drastic, that will make groups not take a war for everything, since PLD can bring something to the raid comp.
I like War, as I have this job leveled to, but there should not be a staple where they need to be there, since we now have three tanks, and any comp should work.
Cool, I called it!Quote:
http://na.finalfantasyxiv.com/lodest...c97104f8e7308e
Shield Swipe Is now an ability and does not trigger global cooldown.
Recast time has been adjusted to 15 seconds.
Potency has been reduced from 210 to 150.
I'd love to see flash get something like a very short moderate potency DoT, like 80-100 potency over 6 seconds. either that, or attach a +5-10% physical damage up effect to the blind status. It would make a lot of sense-hard to defend when you can't see, and would up plds aoe dps in a noticeable but unique way. bosses are pretty much always immune to blind, so this would have no impact on raid performance for better or worse.
Or simply lowering the cooldown on Circle of Scorn could achieve a similar effect.
I feel like Royal Authority needs an added effect and Sword Oath either increase auto attack damage or total damage increase buff. And they definitely need something done about tp costs. Maybe add a tp restoration skill? just my personal opinion. Because as much as I love paladin, we just can't maintain tp and still do decent dps
That would do the trick. sometimes the simplest solutions are the best.
Right now, Royal Authority is suspiciously vacant.... I really think they need to do something to it, even if the "effect" is only utilized in Sword Oath, I'd be happy.
As for Tp. SE has only ever done things to make Pld's Tp consumption worse... I don't know what they're thinking, but they need to do something about it, because Pld's even Redline Tp on big pulls these days (we can thank taking Shield Swipe off of the GCD for that one). I've seen a few suggestions that would be simple enough to work. The two I liked the best were 1. changing Riot Blade's mp regen to Tp regen when in Sword Oath. That's nice. If that doesn't work they could always give Tp regen to RA, since it has no effects at all at the moment. Or 2. providing Tp regen with the use of Divine Veil, since it's a decently long CD and Pld's would have to think about it before using it, since most of the time Pally's save it for raid wide hits.
I hate how limited our posts have to be on this forum... :p
Firstly, I'm tired of hearing people refer to the state of WAR during early ARR. What does that have to do with the current state of the game? Feels like a childish "We suffered, now you have to as well." The same goes for claims of wanting to "monopolize" the MT position.
Consider how our class is designed. Look at our skill-set and try to think for yourself how many are designed to be used in MT situations, and how many in OT situations. That's right, as OT, half of our skills become absolutely useless, and we are left with: Goring combo, Authority combo, Scorn and Spirits as oGCD, Fight or Flight as cooldown, and Divine Veil + Cover as utility. Apart from being incredibly boring in this role, we are still pulling off relatively low DPS (agreed, not as low as some people claim). This class was DESIGNED with the intention of being an MT, as Square even admitted multiple times.
And just to clarify...
I DON'T WANT more DPS, and I DO WANT to OT! I'm just asking for the game design to not make me feel like a waste of a member slot in anything I'm running. Even our mitigation (as proven multiple times in numerous posts) isn't as "King" as some people and even Squenix claim. What Paladin need is to make the class more engaging and rewarding. How they do it, is something I'm not even going to go into. But that they NEED to do it, is proven by the amount of unsatisfied Paladin.
Remember, if a massive amount of people from any community are complaining in unison... Maybe, just maybe, it's because they have something to complain about. So please stop dismissing our comments as immature cry-outs, or inaccurate claims made by inexperienced players. There are plenty of solid claims and references to support them.
Agreed. One thing that bothers me about every single discussion concerning potential changes in Pld is that they all, eventually, dissolve into a debate about increasing Pld's Dps. That's annoying and actually cheapens the point we're trying to make to SE. I'm personally not overly interested in Pld Dps. It's always been lower. It always will be lower. I can live with this. That being said, there are some changes I would like to see in the Pld that could, potentially, increase their Dps in certain circumstances, but that wouldn't be the goal. The goal is to achieve balance and (in one case) a fix.
As far as I'm concerned, there is only one issue that Pld's have which should be considered a "Fix" if changed, and that's their TP consumption issue. It's broken, especially compared to the other two tanks, and leads to a lot of the other problems that people complain about. So it needs to be fixed. Everything else is an issue of balance and is far less critical by comparison, because at least it functions.
I agree, but DPS more of a consequence of the games mechanics relying on DPS (and attack power for Flash) for threat generation. Granted any subtle improvement to hate management outside of just adjusting the enmity modifiers (for the umpteenth time) would likely resolve in increased DPS either directly or indirectly. But my beef overall is SE's overall disinterest in fixing any issues especially when you look at PLD's impressive list... of flaws.
-Lowest DPS
-Lowest Enmity generation of any tank
-Lowest AoE Enmity generation of any tank
-Lowest overall Utility of any class
-Highest TP consumption over time.
-Questionable mitigation advantages over other tanks (especially since they nerfed shields hard).
Seriously I don't see why they want us to continue scraping the bottom of the barrel and keep giving PLD's half-hearted attempts at fixes.
Probably because of the numbers, show that PLD still active in terms of numbers of players, also my own personal opinion is that they not interest in the JOB, you can tell they invested more time and resources into the WAR and DRK to polish them out.
Also I reckon they want us to play multiple jobs depending on the raid atm! Yoshi said the content at this time does not favour the PLD in one of the interviews, so in other words he is telling you for this round of content gear your DRK or WAR, next round gear your PLD or what ever.
The sad thing is that each of the points that SwordCoheir mentioned are completely unrelated to the content and will persist regardless. In any case, if it is truly their intention to have players switch tank jobs according to content, I have serious questions as to why they chose to make our esoterics gear job locked...
Regardless of how you look at it, it seems they didn't think things through. Locked esoterics imply that you focus your gearing efforts on one job, which means every job should be competitive in every content. Otherwise if different jobs in the same role are meant to be juggled according to content, locking esoterics to one single job only feels like a low blow. They are sending us two different messages.
They are sending only one message :
We didn't think anyone could beat Alex Savage without several Esoterics pieces, a point where the lesser DPS of PLD wouldn't be a real issue anymore. And now, we don't know what to do about it.
As for what to really do...the more I think about it, the more it hurts me to realize that increasing DPS is perhaps the more efficient way...
Every tank has enough mitigation to survive every content. On high-end content, healers already manage to pack quite a lot of DPS, while keeping the party alive. I don't really think you could manage to give them significantly more DPS by increasing PLD's mitigation. So, if PLD needs the same support as WAR and DRK, then its lower DPS will always be an absolute flaw (Even without hard DPS checks, people always want to clear content faster and faster)
So, what about "less support" ? As I said, healers already manage to keep everybody alive while doing great damage (for healers), so the "less support" would dangerously come close to "fulltime DPS" for healers, aka "no support". But in that case, why not taking a DPS instead ?
We have three Tanks.
Square Enix want every Tank to be able to Main Tank the Content but that can only work, if all Tanks does close to the same Damage, too.
You can no design a Tank around Mitigation and give him less DMG, if the Mitigation of the other Tanks is enough to tank every Encounter in the Game. Because then, the more Mitigation of the Paladin becomes useless and in a Raid Enviorment around massive DPS checks, Tanks with the most DPS becomes mandatory, which was the result in WAR/DRK Tanks in Alex Savage and leaving out the PLD if possible.
Well, technically, you can, by adjusting the support they need...
But WAR is already too high. Since its DPS is the highest of the three tanks, its dedicated healer shouldn't have time to do damage and should be 100% on healing duty.
But don't we dare suggesting to nerf WAR's mitigation...
I don't think WAR needs any nerf at all, I do feel the other tanks to be brought in line to each other, does not have to be equal but the difference is currently to large, especially in a game that's focus is on DPS, and that will never change, if the party did not need a tank they would opt for dps.
The problem is that tanks only do two thingsYes, they also gain enmity, but most of the time, it's not really an issue on its own
- Survive
- Damage
Since every tank is already sturdy enough to tank every content (Which is a good thing) while allowing healers to do great damage (Which is....kinda odd), increasing mitigation is mostly irrelevant...up to the point when one tank doesn't need a dedicated healer...which can bring a whole new set of issues.
Increasing damage is a solution, but since they purposely designed WAR to be the "tank that DPS", it would negate its very purpose to bring PLD (And DRK) on par.
In a way, the DPS from the tank doesn't really matter. It's the overall DPS that allows to pass the DPS check. And since DPS don't bother with tanks, it means adjusting the mitigation of tanks will increase/decrease healers DPS. And again, I think WAR's mitigation gives far too much room for healers to DPS.
Holy hell. WAR does not need to be nerfed. Why do people keep going back to this? It is literally mind blowing. Why would you take the one well designed and perfectly balanced class and nerf them because another tank has a poor utility kit/design? I will never understand this logic.
Because, at the end of the day, the goal is for PLD/DRK to be just as viable as WAR/Something. Right now, this will not be the case even if the other two are buffed. There is also the notion that if each Tank is supposed to have a specific strength(PLD destroys physical damage, DRK destroys magical damage, WAR hits hard, etc.), why doesn't Warrior have a meaningful weakness to go with their strength?
The only logical conclusion we can make right now is that SE shot themselves in the foot when attempting to juggle 3 Tank jobs. If changes are to be made to normalize the strength of all available pairings, then they will need to be brought to all three Tanks. Otherwise, player activity will not change.
What he's been saying is that the WAR is the only tank that is perfectly designed and balanced within its own kit (lots of synergies between different offensive and defensive abilities, everything works perfectly well and there is no useless ability) while DRK/PLD both have flaws (mostly PLD, but DRK is also lacking in some domains compared to WAR). I definitely agree with him, they shouldn't touch a job they did a so great job balancing. They should just give the same amount of work into PLD and DRK. It wouldn't even be very hard, just get rid of this magical/physical nonsense first, like, seriously, all tanks should mitigate all types of damage like WAR does. Then if they really don't want PLD to deal more damage, they should at least fix their enmity and give them some truly useful mitigation-based utilities that could compensate for the DPS loss of having one in your party. A great way to make PLD + DRK a viable comp. would be just to give the slashing debuff to one, let's say DRK, and storm's path to the other (PLD). Wouldn't be broken at all, and would bring balance to the tanks.
First of all, WAR does not have the highest DPS of the three tanks. WAR has the highest OT DPS of the three tanks... DrK actually have the highest MT DPS of the three tanks (DrK outside of grit beats out WAR MTing in Deliverance and DrK in Grit out DPS a WAR in Defiance).
Secondly your argument is that becuase WAR brings a meaningful contribution to the raid group via DPS and utility and PLD does not it needs to be nerfed, which is wrong. The main issue here is that we have 3 tanks in a two tank system and SE gave all tanks the ability to survive all ecounters and did not give all three tanks equal but different utility. As I have said before the major issue is PLDs kit is useless in the raid environment and needs to be adjusted. Nobody cares about mitigation outside of survival. Nobody ever has and nobody ever will. If raid groups could get away with a DPS class tanking they would do it... As proven in countless MMOs. The ides behind "this is the mitigation tank" is a poor one and needs to be adjusted.
You could shoot WARs mitigation into the dirt and as long as they can survive every encounter groups would STILL favor them over PLD as long as the DPS gap is large enough.
Tanks have 3 areas in which they contribute:
Raid damage mitigation
Raid DPS increase
Personal DPS
Right now we have two tanks that can place a check mark in all three categories and one tank which doesn't have any. The issue is not WAR/DrK it is PLD
Maybe I'm missing something here but how does DRK contribute to Raid DPS aside from it's Personal DPS?
But bringing up Raid DPS is a good point. If all 3 tanks end up contributing an equal amount of raid DPS even if it isn't just their personal DPS.
Maybe give the Paladians something that can proc while they're tanking that can give some sort of inspiration buff and buff party members damage by X amount for Y time on Z cooldown. and set the numbers somewhere so they're bringing an effective amount of raid dps that the other tanks bring. Then you have the paladins not dragging the raid back because their personal DPS is lower than the others.
No, it's more complicated than that.
Here's the reasoning.
First, for a proper balance, every setup should provide around the same DPS. Note that I'm talking about overall DPS, not on a job vs job basis.
NB : If you don't agree with that, don't bother you can stop reading now, since it means you're fine with the current inbalance.
Since PLD (Let's put DRK away for now) does less DPS than WAR (Which, I'm perfectly fine with, and I really hope SE will find a way to adjust PLD without focusing on DPS), it needs to help others do more DPS, so that the party is doing as much as with a WAR.
He could increase physical DPS damage :
MNK ? Even with a blunt debuff, it wouldn't change anything, and it wouldn't make a lot of sense.
BRD and MCH ? Doesn't make a lot of sense too to have a piercing debuff for a slashing job.
NIN ? It would require a slashing debuff, but it's part of the WAR toolkit and since its purpose it too increase WAR's DPS, it fits with the design.
After that, we have BLM and SMN...a requiem-like debuff, It could be, even though it wouldn't make a lot of sense too (Or maybe a kind of "Holy Judgment", who know...)
That leaves...Healers. It would be strange to directly increase their DPS, but, it could allow them to heal less, so that they can DPS more.
And to allow them to heal less, you need to be more durable. And you need to also be significantly more durable than WAR, so that healers would have to heal a WAR more, thus DPS less.
So, you either increase PLD's durability, or reduce WAR's.
The thing is I feel like increasing PLD's durability would probably make it too durable. To the point where he wouldn't need a dedicated healer, which could create massive issues depending on content.
So, if we keep PLD's durability as it is...we'll have to reduce WAR's. Its DPS and raid utility wouldn't be altered, but he would require significantly more healing than PLD, balancing its upper DPS output by reducing the healer's.
My suggestion would be to remove the mitigation from Inner Beast and replacing it by an increase in max HP, by keeping the healing part, but convert any overheal into max HP.
It wouldn't prevent WAR for Main Tanking any content, but would force healers to focus much more on healing.
And as an OT, PLD would also provide additionnal mitigation, with Cover and Divine Veil, allowing healers to DPS more. I'd put Clemency out of GCD, so that the PLD wouldn't have to reduce its DPS to cast it, since the idea is that, by casting it, it would allow healers to do more DPS...
I'd also like a change on Sheltron to block the next attack "in front of you", so you could block hits meant for the MT, by standing next to him, thus, mitigating more.
thats right, SE say PLD is the mitigation king, DRK is the most magical defensive tank, and WAR the dps tank, what happen? all tanks can mitigate every boss, DRK have more problems in phisical and in future conten whe see that a problem, paladin have a awesome phisical kit with the cost of dps, the meta kill the paladin, and whe have the WAR the dps tank how can mitigate like a paladin, change stance with zero cost and, yeah a tank how is pretty ballance himsel, best mitigation to al type of damage, best ot dps and best burst.
what happen? is easy every pach war still can mitigate the same like a paladin paladins go to be the worst tank to choose, buff paladin mitigation can be a solution but thats mean buff drk mitigation too because war is to par with drk in mitigation too, so a good balance is:
paladin: lowest dps but the most high mitigation tank.
dark knight: best magical mitigation, and good dps, and a little low phisical mitigation tools like now.
warrior: the high ot dps, best utility tank (storm path, eye) but the lowest defensive tank, enough to dealt the conten but not enough to be equal to drk and pld.
this is the ideal balance if SE whan the jobs stay in the lore, the other way is make the drk and pld in the same lvl of dps and mitigation and thats dont solve anithing, whe want diferent jobs to play no the same class with diferent skin.
They can't balance the tanks around PLD being the one with the best mitigation and WAR having highest DPS, with DRK somewhere in the middle. It sounds good on paper, but in reality, PLD will still be the last choice for any group, since the other two tank still have to be able to survive the content and they do higher damage and gives better raidwide effects. The only way to make PLD mitigation actually matter would be to increase it so much that either it being next to immortal or the other two classes not being able to survive encounters.
They could have the current system of the tanks having about the same survivability, if they balanced things around something else. Maybe they could do something with how the agro works in the game? Cause right now, it's almost a joke how easy it is to maintain and hold agro on mobs, not to mention bosses. If they made threatgeneration actually matter, they could balance the classes around this, having WAR still being highest DPS but causing lower hate than the other classes, with PLD doing the lowest damage but causing the highest hate. If they mate hate matter, then the amount of hate a tank generates would limit the output of the dpses, moving the focus for tank away from trying to do the highest dps, to more "tanky" activities. This would also allow tanks to dps if they're good enough to generate high enough threat to make it safe to do so, or when running with dpses who are less geared than them. But in my opinion, a tank who runs with about equaly geared dps, should have the focus of maintaining agro. Would give dpses something else to think about as well except "Rotation, rotation, rotation" when they need to keep an eye on how much threat the tank has and adapt their output to this.
Also inbefore "DPS = Threat"... Rage of Halone and Flash says hi ^_^
No, it's not that simple. Tanks don't just "survive" through content. They're healed. And the amount of healing required can vary greatly.
And whenever a healer uses a GCD to heal, he doesn't use it to do damage.
Problem is, the lowest mitigation tank already allows healers to do a fair DPS.
Actually, I thought about that back when they first announced that WS wouldn't have a cooldown. People complained that the game would be too easy because you'd only have to spam your WS all the time. And I was sure that, by spamming mindlessly, you would just steal aggro and get your ass kicked. It would have made enmity a team mechanic, where DPS and healers need to monitor their skills to not steal enmity, while the tank do everything he can to give them more leeway.
Saddly, enmity is far to easy to maintain...
im not a dev and i dont know what is the best choice to balance the tanks, but 1 think im sure is refuse to nerf a war for a balance between 3 jobs more when ppl say war is in the best position in all fields of the tank job is very selfish and unrealistic.
This goes more to the encounter than the tank. It seems like you want more constant damage, more passive mitigation, and less burst healing... Which goes against the very design SE has implemented in pretty much every fight ever.
You also seem to be forgeting that there are two healers and that the majority of the time there is one healer healing and one DPSing. The sheer amount of mitigation it would take for PLD to have to completely negate a healer would be immense. Not to mention that you would then need to seriously buff WAR amd DrK DPS becuase a good SCH with a BRD can put out about 900 sustained DPS....
Burst healing is exactly when PLD could really help with healing with (a little better) Clemency.
Yes, maybe you can buff PLD to reduce the burden on healers without being too sturdy...but you'd have to change the whole mentality that will blindly keep rejecting PLD because they can do just fine. To force them to experiment, you have to put real obstacles to their comfort zone.