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  1. #121
    Player
    Sephirah's Avatar
    Join Date
    Aug 2013
    Posts
    631
    Character
    Nim Loki
    World
    Leviathan
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by BadRNG View Post
    Imbalanced gameplay is really not something you should be so proud of.

    Do you answer all posts asking for gameplay changes with "if you don't like it, you can get out!"? Or is it just ones you have a bias for?
    The whole point is they aren't imbalanced, they are balanced, they just play differently. If WAR received an increase to defense, THEN it would be imbalanced. Still waiting for an answer for the "why would anyone be a pld" question.

    Mitigation through defense is currently the only thing PLD is superior at compared to WAR. WAR has superior HP, self-survivability, damage, and aoe control. If you get equal defense as PLD, then there is no reason to be one.
    (0)

  2. #122
    Player
    Delorean's Avatar
    Join Date
    Sep 2013
    Posts
    714
    Character
    Altani Dotharl
    World
    Diabolos
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Lharz View Post
    Tanking in WoW is boring as hell nowadays.

    Just sayin'.
    that's more because threat is a non issue nowadays and the warrior class is nothing but a shell of it's former self raped by homogenization. classes are still pretty different and have their own strengths, even the warrior. but tanking in wow is standing in place for 5 minutes and using big cd on boss nuke.

    i mean, i don't really tank. because of how boring it is in world of warcraft. i didnt know mrd/war was tank role until i hit lv 15 on beta, i assumed it was dps because it was doing more damage than pugilist. i dont play games that dont have a warrior class and the only reason im not resisting being pigeonholed into tanking is because it's fun in this game.

    Quote Originally Posted by Sephirah View Post
    The whole point is they aren't imbalanced, they are balanced, they just play differently. If WAR received an increase to defense, THEN it would be imbalanced. Still waiting for an answer for the "why would anyone be a pld" question.
    lets be honest

    no one cares about balance

    they care about getting an invite to group and keeping their spot based on their ability to play the game, not the class that they play.
    (1)
    Last edited by Delorean; 09-09-2013 at 09:55 AM.

  3. #123
    Player
    Kitru's Avatar
    Join Date
    Sep 2013
    Posts
    1,334
    Character
    Kitru Kitera
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Sephirah View Post
    The whole point is they aren't imbalanced, they are balanced, they just play differently.
    Actually, there's a pretty strong case that there is an imbalance between the two. Their CD suites are effectively balanced because PAL gets the better burst CDs whereas the WAR gets the better mean contribution ones, but, from a mean mitigation/required healing standpoint, PAL has a definite advantage: PAL gets a shield to block attacks, which is countered by the WAR self-heals; PAL gets 20% DR which *should* be countered by the 25% higher max hp and increased self healing, but the self healing is only 15% (and not even up 100% of the time thanks to being a consumable and losable resource), which puts WAR at a roughly 8% disadvantage.

    The people that bring up the higher max hp as an advantage that WARs get simply don't understand how to do the math. The 20% DR that PAL gets is a 25% increase in eHP.
    (0)

  4. #124
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Lharz View Post
    Just wanted to say, a certain MMO also known as World Of Warcraft contained four fabulous tank classes years ago, four different gameplay which were really cool to play because one was really different from the others.

    People cried 'cause they were "not balanced", so patches after patches, those four amazing differents tanks became just the same gameplay and nearly the same mechanics. You now play a warrior as you play a pally, as you play a DK and as you play a feral. Tanking in WoW is boring as hell nowadays.
    Tanking in WoW went through the "fixed despite not being broken" issue. Blizzard changed stuff at will without actual reasoning, which is what effectively killed tanking for me. I was a prot warrior through and through since Vanilla and LOVED how they played in WotLK, only for them to entirely change how rage worked and then when they fell in love with the DK active mitigation (AKA blood shield) mechanic to the point they changed the other tanks to go by that model I simply chose to hang up my sword & board because the aspect of gameplay choice was not there anymore; I didn't like active mitigation and stuck to my prot warrior since it had mechanics I liked.

    That being said, there's only so much you can do to stray from a set tanking model, because otherwise you get the "only warriors can tank Illidan" scenario, making the other tanks chopped liver. Regardless of whether we can change classes and jobs, people should still tank using whatever class they want, not worry about whether their class and job are viable in the hard content, and certainly not affect their group's chances of success.

    Quote Originally Posted by BadRNG View Post
    Imbalanced gameplay is really not something you should be so proud of.
    This.

    Quote Originally Posted by Sephirah View Post
    Mitigation through defense is currently the only thing PLD is superior at compared to WAR. WAR has superior HP, self-survivability, damage, and aoe control. If you get equal defense as PLD, then there is no reason to be one.
    Who said anything about equal defense to a PLD? Asking for a small buff to mitigation is not suddenly going to make WAR the only tank choice in the game. There's ways you can do it, and since WAR is in part inspired by WoW's Cataclysm-era Blood DK, something akin to the Blood Shield mechanic may be all they need.


    Quote Originally Posted by Delorean View Post
    lets be honest

    no one cares about balance

    they care about getting an invite to group and keeping their spot based on their ability to play the game, not the class that they play.
    Yes and no. I care about balance between members of the same roster because if left alone that sort of thing trickles down, and before you know it other roles are affected. Even as a PLD (I don't and have never liked axes) I want WAR to be equally viable not only to the number crunchers but to everyone that plays the game, where it's business as usual in beating content regardless of who is doing the tanking. That also applies to heals (I have some issues with SCH for the same reason I have issues with WAR) and DPS.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  5. #125
    Player
    Sephirah's Avatar
    Join Date
    Aug 2013
    Posts
    631
    Character
    Nim Loki
    World
    Leviathan
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Kitru View Post
    ...stuff about WAR being at 8% disadvantage.

    The people that bring up the higher max hp as an advantage that WARs get simply don't understand how to do the math. The 20% DR that PAL gets is a 25% increase in eHP.

    This brings us back to they are both situational, I'm still sure more content will be released that will allow the WAR to shine. Everything you’re saying makes sense to me by the way, not sure if all the math is correct but let's assume it is. I think an 8% discrepency between these two classes at launch is pretty well balanced; I don't think that 8% will make or break a group. For example, 2 groups attempting the same fight, equally skilled and geared, and one group using a pld tank the other war - both these groups will succeed. I think an argument could also be made that, that 8% discrepancy can be bridged by the individual player’s skill and cooperation with their group.
    (0)

  6. #126
    Player
    Evandis's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    47
    Character
    Evandis Shieldheart
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    So the complaint here is that the defensive spec job has more defensive potential? I see.

    Balance? Fine, give Warrior some form of shadows ability. Fixed.
    (0)

  7. #127
    Player
    Kitru's Avatar
    Join Date
    Sep 2013
    Posts
    1,334
    Character
    Kitru Kitera
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Sephirah View Post
    This brings us back to they are both situational, I'm still sure more content will be released that will allow the WAR to shine.
    The math is pretty simple actually. 20% damage reduction is the equivalent of 25% increased max hp and 25% increased self healing (1/.8 = 1.25; reduced damage means that a smaller hp pool is effectively larger against the same amount of incoming damage as well as having the same amount of healing act upon an effectively larger amount of incoming damage). WARs have 25% +hp but only 15% +healing, which is where the 8% discrepancy comes from (1.15 / 1.25 = .92).

    For there to be content for WAR to really shine in, it would need to be content where healers are either incapable of healing the tank for extended periods or rapid fire burst phases (i.e. burst hit once every 15-20 seconds), such that either the self heals or the quick CDs of the WAR are actually valuable. It's a delicate balance to play around with. Honestly, I think it would just be better to take care of that 8% discrepancy and have the player make the entire difference, rather than having to create explicit situations just for WARs to shine.
    (0)

  8. #128
    Player
    Lharz's Avatar
    Join Date
    Aug 2013
    Posts
    36
    Character
    Lharz Zobby
    World
    Ragnarok
    Main Class
    Paladin Lv 60
    Guys, what I meant was that I just hope that if some balances are needed, SE will be smarter than Blizzard and won't destroy the spirit of the classes by making them similar.
    (0)

  9. #129
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Lharz View Post
    Guys, what I meant was that I just hope that if some balances are needed, SE will be smarter than Blizzard and won't destroy the spirit of the classes by making them similar.
    And as I've said, that can only be taken so far. I don't think WAR should get carbon copies of anything PLD has (at most, Improved Foresight should be buffed for MRD/WAR besides the defrease in recast). I do however feel that WAR needs a slight boost to their mitigation game. Self-heals should still be part of their gameplay model, but it stands to reason that a tank should have mitigation on some level.

    You could clone Blood Shield (as I mentioned earlier, rename it Dulled Nerves and make it proc from Inner Beast), buff Foresight only for MRD (change Improved Foresight to reduce the cooldown to 90 seconds and change "+20% defense" to "reduces damage taken by 15%"). If you don't want to clone Blood Shield directly, make the mitigation come from higher parry chance with a 20-25% mitigation ceiling; Foresight used to increase parry rates back in 1.0, and that concept might be worth recycling for 2.0's MRD/WAR.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  10. #130
    Player
    Ondesvin's Avatar
    Join Date
    Sep 2013
    Posts
    23
    Character
    Onde Svin
    World
    Goblin
    Main Class
    Marauder Lv 50
    they should make the 15% healing as default on our defaince and not someting we can lose and make it work on all the healing we can get even our own buffs, or increase it to 25% only works on cure, as it is now we got a problem, what does a higher health pool give you if you cant get back to max hp after hit?

    but then again i think healers should learn that they can spam heal on us at there hearth content and not worry abourt threat being pulled of the warrior tank, we are after all not paladin noobs with low threat.
    (0)
    Last edited by Ondesvin; 09-09-2013 at 09:03 PM.

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