Ahhhhhhhhhh shut upa your face.Being needlessly long winded and wordy doesn't change the fact that you're essentially a just a random person who posts game design fan fiction (I mean really, you're proud enough to put it in your signature?? Embarrassing) as well as apparently a self styled psychologist.
Well, except in the eyes of people that see a lot of words then say "This person MUST be VERY SMART AND ALSO CORRECT."
You can't win when you're arguing with someone who's reply to any contrary thought is 5 paragraphs that all amount to "PSUEDO INTELLECTUAL PSYCHOANALYSIS OF RANDOM FORUM PERSON "
It's a really bad idea to hold game developers up as the golden standard of skill in these types of games
I suspectbthey arent going to balance anything, and I doubt warriors all of a sudden have content that favours them in anyways. Going to be like a lot of MMOs nothing will be fixed. But unlike many other games warriors are at least viable, were some specs like in WoW arent viable for content two expansions in a row.
Against pure magic dmg enemies WARs would be more viable.
Just throwing that out there. Since you cannot block or parry magic attacks pld's mitigation gets humped.
But like i've said before and I'll say it again. Static mitigation (WARs self heals per sec) will never balance against scaling mitigation (PLDs % based reduction based on incoming dps).
Either the dps is low and wars can effectively run without healing from external sources. or incoming dps is high enough to push PLD % drop well past WARs mitigation.
Until they are both static or both scaling they'll never balance.
I vote for scaling PLD proactive, WAR reactive.
The release of a game is a beta all in its own if you notice, it's all a test until a medium has been created and even that doesn't last long, they see how players use a job ect then they act on it, this is all input, all data being stored. They watch how people play and whatever becomes a trend they usually build on it. One thing you have to understand about FF, nothing is ever set in stone.
Idea for a new job - inspired by the Warrior thread.
Job: Forum Warrior
Limit Break: Wall of Text
Effect: Attempt to 'win' argument on the internet by posting more words than opposing players are willing to read.
Success Rate: 99%
Shield Oath mitigates magic damage, so does most of their cooldowns.Against pure magic dmg enemies WARs would be more viable.
Just throwing that out there. Since you cannot block or parry magic attacks pld's mitigation gets humped.
But like i've said before and I'll say it again. Static mitigation (WARs self heals per sec) will never balance against scaling mitigation (PLDs % based reduction based on incoming dps).
Either the dps is low and wars can effectively run without healing from external sources. or incoming dps is high enough to push PLD % drop well past WARs mitigation.
Until they are both static or both scaling they'll never balance.
I vote for scaling PLD proactive, WAR reactive.
Dinged 50 on my pally yesterday so ill chime in from a casual player who eventually wants to make the leap into coil.
With absolutely zero testing done and no screenshots, data, theorycrafting nadda..
My pally wearing the exact same gear up to the weapon (have both ifrit weapons on my account) is far superior to my warrior.
I ran cm to warm up and immediately felt a difference.
Said screw it and ran AK, had no issues with aoe threat and was far more durable. The wall fight in particular was a huge difference (picking up adds, popping a cooldown to ignore the ground damage) I always for some reason struggled to pick up both adds in a timely matter on my warrior. For the pally is was as easy as hitting circle of scorn which btw can be used while moving unlike steel cyclone. When a dps did pull aggro on a bee on my second of third run I just used cover while he finished it off.
Then onto HM Garuda, this was the largest difference for me. When a large burst of incoming damage came in I had so many cooldowns to mitigate damage is was funny. I REALLY want to make my warrior my main but at this point in the game the pally is just plain better.
That being said I feel that a few minor tweaks would make warriors viable and Im sure pretty much everything has been covered inside and out but.. here we go.
Inner beast make it a shorter cooldown (10 seconds?) and make it not consume wrath on execute. Make it a bubble rather then a heal and make wrath stacks increase the bubble amount. Base the bubble to scale off of defense so that the more gear you get the larger the bubble. This will allow the warrior to scale with gear.
Change unchained from a damage buff to a parry buff with a percentage of parry ditch the cooldown. Make it consume wrath stacks. The idea here would be to use Unchained right before a large influx of damage, pop infuriate to regain your healing buff and resume rotation.
Foresight should be a 20% damage redux just like the pally version.
Make wrath dot tick for more but less often, restore wrath stacks on ticks so it can be used in a rotation. Only usable on one target at a time.
Ditch bloodbath and tie it into overpower, make overpower heal for 100%? of the damage dealt. AOE a group of mobs and the heals would be significant and would help bring pally block and warrior self heals inline with each other.
Bloodbath = remove pacify it would be interesting to see what the real benefit would be in damage using it versus not using it after you take into the 6 seconds of sitting there not doing any damage.
Mercy stroke should give health back without having to get the killing blow.
What do I know im just a gamer who wants to play warrior as a main, just playing a pally so im not a hindrance to my fc.
"in development environment devs are really strong with marauder"
Chances are the devs are running with whatever changes 2.1 brings.
In my opinion, the fix to WAR comes with a modification to the Wrath stacks. Change Wrath stacks to increase healing and either one of the following:
- Increase parry chance and amount by 5% per stack
- Decrease damage taken by 3% per stack
Having an always-on 15% damage reduction, or a 25% bonus to parry (and an extra 1% parried) would certainly help with how increased damage scales far more exponentially than the WAR's self-healing abilities.
It's silly to sit there and modify useless abilities like Storm, which you can only pull off every 7.5s for a massive reduction in threat.
I don't think its a part of patch 2.1. He stated we needed to do more research now and that WAR is really strong. They have a real parser and data flow in the dev environment which gives them all the data to review and he is stating we are missing something."in development environment devs are really strong with marauder"
Chances are the devs are running with whatever changes 2.1 brings.
In my opinion, the fix to WAR comes with a modification to the Wrath stacks. Change Wrath stacks to increase healing and either one of the following:
- Increase parry chance and amount by 5% per stack
- Decrease damage taken by 3% per stack
Having an always-on 15% damage reduction, or a 25% bonus to parry (and an extra 1% parried) would certainly help with how increased damage scales far more exponentially than the WAR's self-healing abilities.
It's silly to sit there and modify useless abilities like Storm, which you can only pull off every 7.5s for a massive reduction in threat.
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