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  1. #1
    Player
    Leiron's Avatar
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    Sep 2013
    Posts
    563
    Character
    Haeen Kazerith
    World
    Balmung
    Main Class
    Gladiator Lv 90
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    Quote Originally Posted by Kalec View Post
    "I prefer my paladin's mechanics."

    "Warrior is my preferred tanking class."

    "Just so you can feel stupid"

    Ok, you win. ^_^
    Prefer Paladin mechanics = prefer Paladin mechanics.
    Prefer playing Warrior = prefer playing Warrior.
    The two statements are not a contradiction, since you can prefer one class, but like another classes mechanics more.
    Spend less time trying to be witty, and more time trying to provide an intelligent response beyond the whole "LOLOLOL" nonsense. Kthxbai.


    Quote Originally Posted by RapBreon View Post
    Of all the flawed mechanics I can think of the top of my head; an on demand-invuln, is usually, the worst of them. It's just a stupid mechanic, especially if it lasts a long-time.

    It either needs to work on mechanics, then it's OP, or it needs to be penetrated by mechanics to make it not OP. Thus, essentially reducing it to a crutch to survive mechanics that otherwise should be survivable by proper skill-orientated means. There is no continuum for tuning something like that (besides duration and cooldown, which then convolutes the issue even more); so it either works and makes everybody who doesn't have it mad, or it doesn't and make everybody does have it mad.

    Don't give WAR's that stupid move (which apparently is contributing to making encounter design sooooooooo hard), remove it from the game. And never look back. This is one of those times where it necessitates nerfing over buffing if you ask me.

    Ultimately, I do agree with you about everything else though. There is a massive communication problem between the class devs and the content devs.
    Hallowed ground IS penetrated by mechanics actually.
    If the damage is completely unavoidable, such as Titan's AOE and Ifrit's Nail AoE or Garuda's Aerial Blast, the PLD will take damage anyway.
    Given that SE is less into nerfing and is more into buffing, it would be better to see Warrior's raised to the same level of a Paladin.

    At the same time, I would not be opposed to seeing Marauder's having a DPS oriented job.
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    Last edited by Leiron; 10-28-2013 at 02:34 AM.

  2. #2
    Player
    RapBreon's Avatar
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    Sep 2013
    Posts
    344
    Character
    Rap Breon
    World
    Tonberry
    Main Class
    Warrior Lv 70
    Quote Originally Posted by Leiron View Post
    Hallowed ground IS penetrated by mechanics actually.
    If the damage is completely unavoidable, such as Titan's AOE and Ifrit's Nail AoE or Garuda's Aerial Blast, the PLD will take damage anyway.
    Given that SE is less into nerfing and is more into buffing, it would be better to see Warrior's raised to the same level of a Paladin.

    At the same time, I would not be opposed to seeing Marauder's having a DPS oriented job.
    What a delightfully annoying way to dodge my point, it also does nothing to undermine it. If it kills the entire raid, it doesn't matter if the PLD survives, he's not going to 1v1 the boss from 50%. PLD's aren't trivialising the Primals, they're trivialising Coil, which have specific moves designed to single out and pressure tanks. I realise due to text, I may not have been as clear as I intended. Though I did think the entire angle of my post recognised the fact that HG could be penetrated 0.o.

    The entire premise of my point was this; if a mechanic designed to kill just the tank (not an insta-raid wiper), can be tanked to infinity, it either; lets the tank live and makes all other tanks mad and becomes another thing SE must work around to make Tank death relevant. Or it penetrates and kills the tank (does nothing), then it becomes a novelty to use in less than serious content or by people who need a crutch to survive survivable situations (which hilariously, is what it already does, but to a much more trivialising degree, ignore them mechanics HOOOOOOOOOOOOOOO).

    Adding their little caveat of 'most damage' doesn't do anything, because invuln undermines tank mechanics or it doesn't. You can only tune via CD and duration, which can be tricky indeed.

    SE can be into whatever they want, but they're only making it harder for themselves in the future if they commit to power creep, refusing to trim the over-growths when it is needed. In which invuln will continue to be a pain in the ass to work around.
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    Last edited by RapBreon; 10-28-2013 at 02:59 PM.

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