Hey, shouldn't pacification have kicked in by now? :3
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Hey, shouldn't pacification have kicked in by now? :3
Half of your points maybe, all of your points, there would be no reason to bring war, pld/drk would be the new standard.
WAR is honestly so good and so perfectly rounded and flawless that any buffs to either PLD or DRK to make them competitive with it will inevitably lead to the oh-so-scary "homogenization" that many people in here seem to use as an excuse for why the other tanks need to be inferior forever. Nerfing WAR is, frankly, a fair possibility in terms of helping make the tank meta more balanced, considering that the class is hideously broken and PLD/DRK comps are straight out a joke in this current raid tier. The only reason people don't advocate for it much is because the devs prefer to buff rather than nerf, and because, well, the idea they should be nerfed does make WAR mains pretty angry, lol.
This is why I outlined the nerfs as I did. No nerf that straight-up gets rid of a buff or a mechanic, just slight adjustments. I feel like with just and a handful of these, WAR would still have top OT DPS, and be on more or less equal footing with mitigation. Path is still awesome, as always. But at least WAR wouldn't be a complete and total necessity.
No.
10char
https://www.youtube.com/watch?v=vcKZl7lXy7cQuote:
Lets nerf WAR :D
Why? WAR feels like it's in a really good place. Shouldn't the ideal be to bring PLD and DRK up to that level?
The point is it could get nerfed and still be in a really good place. Being in a really good place and being overpowered, meta-dominating, and broken are different things. Rather than buff PLD and DRK and risk upsetting the balance further (it would not take much buffing to PLD to put DRK where PLD is now, and they can't buff DRK without PLD crying even harder, so they would really have to buff both, not one or the other), they should simply bring WAR down a notch. DRK is only used because of how magic focused the raids are, if they were physical, you could easily bring PLD or DRK, but you'd still ALWAYS bring a WAR. They aren't going to bring DRK and PLD up to that level, at least not on DPS, because they (foolishly imo) stated that DPS is part of WAR's utility. LOLOLOLOL WHY NOT JUST SAY "WINNING IS PART OF WAR'S UTILITY"?
So unless they decide to go back on what Yoshi P said, they ain't bringing PLD and DRK up to WAR DPS in both MT and OT slots any time soon. But they could nerf WAR's DPS and mitigation ---slightly--- in order to make them not utterly mandatory for any progression group.
The power and ease with which WAR wields it while maintaining survivability is great and if they actually buff the damage and ease of DPSing while mitigating damage on the other two tanks up to WAR levels, great. I just feel like that's unlikely and a more convoluted solution than to simply take WAR down a peg from "broken and OP" to "a good, well rounded tank that performs in content and has adequate raid utility".
Pretty much, what I believe, is that PLD and DRK are tanks, and WAR is an overpowered obscenity. Rather than make PLD and DRK overpowered obscenities, since they function fine in a vacuum unless they're having to fight for a raid-slot against a WAR, they should just make WAR a tank. =P
Go try and make a raid group with a PLD/DRK composition, I dare you. Unless they're all REALLY good friends, they're gonna laugh in your face.
I can't put my finger on why I don't like this, but it's something about the way it slows WAR's pace.
Because it's MT WAR's strongest skill? Lowering it to 200 potency makes it heal for some (even more) abysmally low value, and coupled with your 15% damage reduction suggestion makes this skill virtually useless. The self-heal for IB is basically a DA Souleater, and nobody is crying that's OP.
Unchained has a pretty long CD for its uptime, and it's literally useless if you're not MT. The whole idea of berserk/unchained stacking is to get so far ahead in threat that you can coast on your utility skills like DRK does.
I'd suggest making it cost TP to switch, but that's just cruel to do to a melee class.
Finally, a statement I can get behind. WAR was specifically excluded from taking LNC as a cross-class because of Invigorate, so why would they turn around and add it back in Heavensward? Who thought this was a good idea?
This really isn't a thing, though. I mean, PLD's OT default is to spam Halone until they get over 50, so it's not like you should be new to the idea of the OT using their enmity combo irrespective of whether they should be MT or not. Also, DRK suffers a loss from dropping Grit because of the MP cost to put it back up, so once it's down it's staying that way. RIP healers.
Vengeance is worse than Sentinel, so it has a shorter CD. Thrill of Battle isn't particularly amazing either, especially considering its CD.
I ain't even mad. I play all the tanks, but none of these changes address PLD's issues.
Personally, I'm all for nerfing WAR to bring it down to PLD's level. Given the choice I'd take nerfs over buffs anyday (all other factors equal), it lengthens how long a tier lasts for. People that constantly hedge for buffs often are typically thinking about how it interacts with them on a personal level and not the powercreep involved with a constant cycle of buffs. That being said, targeted buffs can be the correct choice.
However, the problem is, A4s has been bested; so it would be bad form for SE to turn around and nerf the classes now. On top of that your changes are heavy handed; if it was done correctly I would support a WAR nerf.
I can't really comment on most of your suggestions due to not being that into the meta and "the numbers" but I think lowering wrath generation would be a bad idea.
I think it would change the feel of the job too much. Would be another wave of "THEY BROKE MY CLASS/JOB" which I'm sure we all want on these forums ;)
IMO, now that we have 3 tanks to compete for tank slots in raids, the underlying issues that weren't visible pre-HW has now surfaced. WAR, as of this moment, is mandatory whereas PLD and DRK fight for that one slot. Well... with the new 24-man raid, this should be a non-issue since the raid requires 3 tanks. But let's just focus on the 8-man scenario. WARs are in a very good spot right now seeing that their absence is pretty much felt by the entire raid. Asking for nerfs to WARs will just aggravate the situation. Don't fix something that isn't broken. Tweak some of the damage done by WARs, sure, the community wouldn't mind but to outright nerf them to match the brokenness that is PLD or DRK(?) is just asking for more angry players flooding this section.
No. If they did nerf war that'd be the last time I play that class.
Set a criteria for "obscenely overpowered," and then empirically prove that WAR fulfills that criteria.
While I don't think lowering it to a flat 200 potency would be a good solution, lowering it to 200 potency and making the heal work akin to how it worked in 2.0 and heal you for 1.5x damage dealt would give it the same effect just deal less damage. However, I also don't think this is a good idea as DRK already does higher MT damage than WAR so this would only put WAR further behind in that regard... and that's what we want to avoid. :V
No, this is what isn't really a thing. Stance dancing on DRK isn't much harder than doing it on WAR in the sense of you can turn it off for free you just have to get your MP back up (or in WAR's case, wait for the recast) to put it up, and if you're dropping Grit while tanking you have Blood Price AND Blood Weapon, which means by the time you need Grit again, you should be swimming in MP even if you've been doing nothing but DA Souleater. And when you're MTing as DRK, you don't want to use your enmity combo after your opener, like, at all. With PLD on WAR they still need to use their enmity combo for DPS/debuff purposes.
Anyway...
See the thing I keep seeing people go back to is buff PLD and DRK. If you take WAR out of the picture and assume a tier of raids that has equal parts magic and physical damage/tankbusters, do they really seem like there's much wrong with them? Not really, if you ask me. So I say nerf WAR. I'm not saying nerf it down to PLD's level but there's no reason for them to be so far ahead of the other tanks, (only being given any real competition by DRK and even then, only if they're both in tank stance) to the point where they are guaranteed a raid slot and no one would dream of bringing the other two tanks together, sans WAR.
And as I said in my OP, changing raid design to focus more on physical damage won't help anything, I'll just make PLD and DRK switch places, with WAR still being a mainstay. =/
Personally I don't think any job that's fun should be made less fun. I like where warriors are at and I don't even play one.
I do play DRK and PLD, though, and it's PLD I'd like to see tweaked a bit... Not so much their dps like everyone else seems to want (though I wouldn't complain if they did :P), but the way they play. Like taking Shield and Sword Oath off the GCD, while also not interrupting your combos when you use them. Buffing PLD's enmity (especially AoE for the lowbies), lowering a few CD timers, tweaking Clemency and other "support-type" abilities to make them more worth using, etc., and so that they have more to do than just manage aggro. I'd rather be able to support the group more and feel more active than get a boost to dps. As for DRK, most of what I want from PLD has been based on my experience playing DRK, so it's safe to say I'm pretty satisfied with them. :P Even if I feel they could use a tweak or two. Just not on the same level I feel PLD needs it.
They have a utility, and a lot of it, that is the single most important and treasured element for progressing on and clearing content quickly: DPS. They have way more of it than the other tanks. They also don't suffer in any area, meaningfully, against the other two tanks, be it in terms of mitigation, or utility. That's the criteria.
The evidence is the game we're playing, and the server progression threads.
WAR is the best of the three tanks; I didn't need you to tell me that.
Claiming that it's "obscenely overpowered," however, implies that you know (or think that you know) how powerful the tanks are supposed to be. Illustrating the mathematical difference(s) between the tanks would be a good start in proving that WAR is overpowered.
A couple of comments.
I'll disagree with this, since it sort of slows down the pace of the job. If you want to reduce the damage output attached to these stacks, wouldn't it be better to directly nerf the damage on Inner Beast and Fel Cleave?
I can sort of see this, since IB is essentially free damage. You'd probably need to run simulations to determine whether the self heal from IB would need to be buffed to keep WAR mitigation competitive.Quote:
2. Inner Beast damage nerf. There's zero reason for an ability that is a self heal and 20% damage mitigation that is usable several times a minute to also have 300 potency of damage on it. 200 potency sounds more reasonable and I feel like even that is generous.
Unchained is really weird since I can't think of any way to nerf it without messing with something else. Maim's damage bonus could be reduced to 15 or 10%, though.Quote:
3. SLIGHT nerf to Maim or Unchained. I get that WAR has a high degree of offensive CDs because it has lower potencies and almost no off-GCD dps, but one of them needs a nerf. Either a recast time increase or slight (like 5-10%) damage nerf. Combined with Internal Release and Berserk its just a silly amount of free damage CDs they have, and their potencies aren't THAT much lower. Maybe make Berserk's pacification incurable.
I'll sort of disagree on the part of stance dancing being integral. By design almost everything WAR gets from 52-60 was clearly made for off-tanking. This includes the fact that Equilibrium has two different effects and that Steel Cyclone and Inner Beast have their Deliverance counterparts.Quote:
4. Increase Defiance/Deliverance recast to 20-30s. The ease of stance dancing and being off-GCD is an integral part of the job, but make WARs think about it a bit more before they make the switch.
Since I want to see tanking in DPS stance go the way of the dodo, I'd attach an enmity drop to switching stances before elongating the cooldown.
Agree.Quote:
5. Nerf Equilibrium in Deliverance to 100 TP. Someone told me once how long a WAR OT takes to TP floor. I don't remember the number, but it was insane. They shouldn't have such an unequivocal advantage over every other job in the game that uses TP.
According to Yoshi-P and the dev team, and even the tank community, Alex savage wasn't meant to be cleared in i190. Yet teams with WAR allowed it to be possible to happen.
Not forgetting the fact that PLD/DRK will NEVER be a viable combination simply due to how much less damage and sustainability they have along with worse raid utility.
Until PLD/DRK becomes as valid a combination as PLD/WAR or DRK/WAR, buffs or nerfs will be required.
Why nerf war? just buff Drk's and Plds to wards dps levels buff the mitigation all 3 tanks to be same.
Then instead of many people only taking the two better tanks people would take any of the 3 if was just play style different.
They seem to be willingly remaining blissfully ignorant to the fact that, in addition to WAR being overpowered;
1. Tanks don't wear tank gear.
2. Pentamelds are OP.
3. Tanks disable their tank stances at the first possible opportunity.
I am guilty of all of the above and I hate it.
Away with you and your logic.
That's what people refer to as homogenization and while it would seem like tanks being able to do competitive DPS with each other and mitigate damage/offer utility in equal portions is a fantastic idea, people apparently want to have critical, game-breaking discrepancies in these fundamental areas between the three tanks.
They can't accept the mechanical playstyle of the jobs being different, and that being enough:
1. PLD: Blocking, intelligent use of Shield Swipe to maintain hate through your other combos and save TP, raid awareness and looking for ways to help protect and mitigate damage for your party through Stoneskin/Cover etc. thinking like tank+support rather than a tank+DPS.
2. WAR: Slower paced, seemless stance-dancing, managing stacks and spending them intelligently, maintaining debuffs for your party that effect both incoming and outgoing damage, maximizing DPS.
3. DRK: Mana management, short recast CDs with a lot of CD stacking in mind, fast-paced- abundant off-GCD weaving of damaging abilities, larger focus on AoE, resource sustainability and proc-based mitigation/damage.
These are just general differences in the feel and playstyle of the jobs. But nope. Not enough.
But muhh "homogenization".
Srsly there's even a thread with the whole fearmongering of "homogenization" on the first page of the tank forums.
Being able to dish out and mitigate roughly equal amounts of damage suddenly becomes "homogenization" because then people wouldn't pick X class and Y class as the best combination anymore.
The hypocrisy of those saying how they hated "PLD dominance" in 2.0 and how they "deserve it" now when they're afraid of their spot being taken is honestly hilarious.
That doesn't prove the WAR is "obscenely overpowered." Look, I will admit my bias, but that's what you're up against here. I'm not convinced that WAR needs to be nerfed, especially not through your proposed changes.
How do you know it was because of WAR, specifically? Did they say that? Sure, WAR was a contributing factor, but there were several others, as well (DRK allowing groups to drop MNK, pentameld/STR accessories, tanking in DPS stance, healer DPS, being particularly exceptional players, etc.). Correct me if I'm wrong.
1 is just ridiculous.
2 was already addressed by capping the ilevel of accessories, materia is a part of FFXIV and it's not going to dissapear
3. dicto simpliciter, and then he admits his own projection:
I am guilty of all of the above and I hate it. the OP is referring to himself. Shame on SE for allowing you to do these things. These are projections and seem to antagonize the very same mobs of commenters into saying the very same things to once again demonstrate they are capable of a circular argument ........ until they NEXT one, be it in the DPS Forum over Ninja or MCH, here or the Healer forums.
And that's fine. We can agree to disagree. Its no skin off my back and as I said, I'm not married to any of the ideas in my OP, but I do think we need a more balanced tanking meta and I feel like a, as I said, slight handful of nerfs to WAR would be the quickest way to achieve that.
WAR has zero disadvantages or true hurdles to overcome. That's broken. Every job in the game has pros and cons, strengths and weaknesses. If you're making the argument that because WAR is the best tank and there is literally zero drawback to bringing one to the raid, or playing one for that matter, PLD and DRK need to be buffed, that's like saying every job in the game should be buffed.
Basically, WAR mains, this is my message to you: Its okayyyyy *pet pet* for your job to have drawbacks and areas where its less than optimal. Every other job in the game has to deal with that, and this thread is trying to say, basically "why shouldn't you, as well?"
Isn't that just progression meta though? you switch out all the weak parts for better ones? I can't think a single progression raid that doesn't stack class advantages in any game. I really don't see how they even care half the time either because isn't their main goal just to down the fight before anyone else regardless of what class they play?
I feel like the problem is more that people expect to be able to play any class they want when the gear treadmill isn't at the point where that is viable but once you get to that point and past it all of this becomes moot as its not longer as big a issue because the checks got easier from having more gear.
Feel free to correct me if I'm wrong
This happens in very difficult world firsts (class stacking, crazy one-heal strats; which only some healers can do, etc.). I'm not sure that's evidence of PLD being broken (non-optimal for the fight/tier yes). An extreme outlier, a trend does not make. I'm not sure why people keep pointing to a situation irrelevant for well over 99.9999% of the playerbase.
In the context of other MMOs, this game is...very well balanced.
You mean like how the extreme outlier of Coil 4/5 somehow convincing people that WARs could not tank HM Garuda?
For lack of better terms, this shit rolls downhill. If it's done at the top, it'll trickle down eventually. That's how it works, and that's why balance and parity are so important.
come on... its like warrior is OP from start?
i mean look 2.0 is war viable as tank?
pre 2.0 war barerly have spot in raid... but its seem safe bring 2 PLD than 2 war... (tell to ur healer about healing 2 PLD than 2 war which they prefer)
and now in 3.0 they have a nice spot in raid and u just say... "no.. all tank must suffer same.. so no 1 tank allowed to be a safe spot in raid, nerf them"
is that u mean?
Sigh... the gear argument again. When Job A is able to clear content WEEKS before Job B due to gear limitations which are gated by time and RNG, and when Job B is what the devs/the community views as the normal pace of progression, Job A is broken by that definition is it not?
And also, the biggest flaw of the gear argument is that while Job B now becomes able to complete said content, Job A gets a boost to their ability to clear the content much smoother/safer/faster. Gear helps all jobs, not just the ones that are lacking so it's a pretty moot point when it comes to balancing jobs.
I'm not sure why we are all competing against eachother when we should be working together. Nerfing WAR is a good point for tank balance if the majority of the other tank's problem weren't because of their own class designs rather than comparisons between the tank classes. Apart from DPS, PLD's and DRK's would still suffer from TP problems and mitigation issues, nerfing WAR's in that area just adds them to the angry mob.
To OP's opening post:
1. Along with putting WAR's pretty much next to PLD or under DPS in OT and MT stance would also greatly slow down the pace of the class as well as the uptime of Inner Beast and Fell Cleave, the former making it's average uptime much lower than Rampart and Shadowskin and the latter essentially halving the DPS contribution of Fell cleave which was roughly 20-30% of a WAR's total DPS. You'd also break a WAR's Triple FC Berserk combo and that alone will stir an uproar.
2. At 200 potency it would suffer the current Shield Swipe dilemna in which people wouldn't use it because it'd be a DPS loss. Sure the Mitigation is great but it frankly only works when you have a Target and is on the GCD which can greatly screw you over if you miss time it. The self heal is a boon and Inner Beast more or less defines WAR's tanking kit.
3. 5% could work out, 10% is abit overkill unless you want to make DRK the lead of Damage for tanks.
4. I don't need to tell you that 1GCD of no damage > 8/12GCD's of reduced damage as well as a larger punishment if you happen to misjudge the incoming damage.
5. The TP from equilibrium actually just makes WAR's AoE sustain more plausible and being the Damage Tank it'd make sense for them to have good AoE sustain along with DRK's. This change won't really affect WAR ST as much since alot of their TP sustain is from Free GCD's through Fell Cleave/Inner Beast and Pacifications.
6. Lol I could already maintain aggro without Butcher's. This would just be a buff to muh DPS tanking shenanigans since I'd assume you'd just make SP better than BB in terms of potency making muh DPS tanking more viable. Idk mang. ¯\_(ツ)_/¯ The WAR could y'know, use his brain and use SP instead of screwing with enmity if its even a problem.
7?. I don't remember but the averages of Sentinel vs Vengeance in uptime and potency were somewhat similiar. You'd just make Vengeance inferior to Sentinel. LolShadowWall. Thrill of Battle is pretty crappy on its own and doesn't deserve the extended cooldown for what it does. You'd just screw over the timing with Convalescence.
8. Idk 15% might be fine.
Balance is great.
But balancing to garbage tier is not fun. Everyone wants to have fun!
A reasonable nerf I'd like to see however would be the redesign of Storm's Path into something else and returning the effect to BRD and MCH. That way WAR would be brought for more damage and the other two for more mitigations. Idk just spitballing.