I was under the impression that in 2.1/2.2 we could expect some changes to be made. I can't remember what video it was in (possibly a live letter) but I'm sure I remember hearing that some adjustments were going to be made again as it was tweaked a little too high. I remember it mentioning the dev's testing it originally found it too easy and they tweaked the difficulty like 10x or something... wish I could remember what video it was in so I could link it... as for now I guess I'll have to live with sounding like I'm spewing nonsense
End Game PvE Progression Company
www.modifiedcompany.com
Well we cleared it with warrior as an offtank. Just saying warriors been viable and has had its place through coil so far and looking at the beginning of turn 5 it seems viable there as well, however we've got no idea what the later phases are like so I may be mistaken.
This is something that's more likely to get fixed via class/job adjustments than through gear. Unless you specifically split gear to have one set exclusive to PLD and one set exclusive to WAR, gear won't factor much into the solution.
* 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)
As much as I FULLY agree with your statement but I am afraid that this is the direction that any recent mmo will turn into it. Players now a days feel that a tank should be able to tank any encounter no matter if you are warrior or paladin. It is the mentality that people have behind their char; if i am classify as a tank why can't I tank it? Players need to grasp the concept that Off tanks are just as important as MT. W/out one, you are not going to progress.
Agree fully, as long as warrior have a define spot in raid, then I think it is fine.
We had our Paladin tank Dreadnoughts and the Warrior tanked the adds, no kiting involved. Elevator went down to Turn 5.
Now the tanking of Twintania is another story. ]:
As I've repeatedly mentioned, there's nothing as aggravating as realizing your favorite class was purposely designed to not be good enough for content. That alone is why niche design sucks.Players now a days feel that a tank should be able to tank any encounter no matter if you are warrior or paladin. It is the mentality that people have behind their char; if i am classify as a tank why can't I tank it? Players need to grasp the concept that Off tanks are just as important as MT. W/out one, you are not going to progress.
Not to mention that a tank that can maintank can offtank as well; now would you rather have raids sit WARs entirely and go with 2 PLDs just so WAR can be a unique special snowflake?
* 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)
From what I've read is that people do prefer Pal/War tank instead of Pal/Pal tank. Therefore, at the moment, I don't see there are issues w/ regarding warriors participating in end game contents. Warriors are not good at MT the content than Paladin, but is a better OT than the Paladin. (From what I read)
I myself is against homogenization of roles and I am a strong believer that each char should have its own unique place in raid. That being said, I do understand your concern w/ regarding picking base on jobs instead of the players behind the chars. However, it will not happen if SE design the contents that require the participation of every jobs.
Now, I will agree with you if the content is Paladin feasible only and there no way to progress w/out running 2 Paladin tanks.
Putting your chips in content design has failed every time it was tried. Players find an "optimal" way to do things and if it means excluding jobs then so be it. I've played these games enough to know the most effective way of avoiding it is leveling performance between the members of the tank, heals and DPS rosters.I myself is against homogenization of roles and I am a strong believer that each char should have its own unique place in raid. That being said, I do understand your concern w/ regarding picking base on jobs instead of the players behind the chars. However, it will not happen if SE design the contents that require the participation of every jobs.
That does not mean making all tanks the same. I hated how Blizzard copy-pasted mitigation mechanics on to every tank with MoP simply because they liked Blood DK's active mitigation. Tank jobs can and should have flavor in the form of mechanics, rotations and aesthetics. What I don't want is one being more viable than the next, as a group's chances of success should be the same regardless of Bob the PLD being MT, Dave the WAR being MT, ot Steve the SAM being MT.
* 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)
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