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  1. #1
    Player
    Paikis's Avatar
    Join Date
    Sep 2013
    Posts
    418
    Character
    Paikis Pryslack
    World
    Coeurl
    Main Class
    Dark Knight Lv 73
    Quote Originally Posted by Leiron View Post
    Heaven forbid you actually understood the point of my response without immediately smashing your keyboard while working with your own ideas.

    The point was that by nerfing PLD, you would be making the content much more difficult than originally intended because the disparity between WAR and PLD in 2.0 is very large.
    This is why you don't see anyone doing WAR/WAR.
    Doing such a nerf would essentially make it WAR/WAR, and no one did that because it was much more difficult than necessary without being almost entirely decked out in gear.

    Coordination has little to do with anything when the tools you are given are too weak.
    Except we know that Coil was balanced around Warriors tanking. So bringing PLD down to the level of WAR would actually be exactly how difficult it was intended to be. Buffing WAR instead was a mistake, although I understand why they did it, that doesn't make it any less of a mistake.
    (0)

  2. #2
    Player
    Leiron's Avatar
    Join Date
    Sep 2013
    Posts
    563
    Character
    Haeen Kazerith
    World
    Balmung
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Paikis View Post
    Except we know that Coil was balanced around Warriors tanking.
    Um...no we don't.
    There was never any statement made by the devs that the content was designed around WAR.
    Heck if anything, everything points to it being designed around WAR/PLD.
    You really need to stop making such a statement when there is literally NOTHING to support it.

    Quote Originally Posted by Paikis View Post
    So bringing PLD down to the level of WAR would actually be exactly how difficult it was intended to be. Buffing WAR instead was a mistake, although I understand why they did it, that doesn't make it any less of a mistake.
    Except it wasn't a mistake, it was a good idea.
    WAR did NOT scale with content appopriately.
    So even if they left it alone, as content became harder, and incoming damage grew, WAR would fall further and further behind because it did not scale at the same speed as the content.

    PLD was designed well in 2.0.
    WAR was not designed properly, that is the reality.


    @Exstal: It makes me think they tested the content in better gear than what would be available to player's, so it hid the problem that was there.
    If both PLD and WAR are in ilvl90 gear, they're already overgearing the content so any disparity won't show.
    Such a disparity won't show unless the content is actually difficult enough to bring out these issues.
    (0)

  3. #3
    Player
    SwordCoheir's Avatar
    Join Date
    Dec 2011
    Posts
    866
    Character
    Sword Coheir
    World
    Hyperion
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Leiron View Post
    @Exstal: It makes me think they tested the content in better gear than what would be available to player's, so it hid the problem that was there.
    That's probably what happened. CT was supposed to be released along with everything else at launch, and since it was supposed to be the bridge in gear between Coil and DL/Titan it would make sense they would test Coil with ilv80 and 90 gear like intended.
    (0)

    Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]

  4. #4
    Player
    Giantbane's Avatar
    Join Date
    Aug 2013
    Posts
    1,534
    Character
    Adol Giantbane
    World
    Ultros
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Leiron View Post
    Um...no we don't.
    There was never any statement made by the devs that the content was designed around WAR.
    Heck if anything, everything points to it being designed around WAR/PLD.
    They may have originally intended it to be beat with WAR/PLD. However, most of the stuff they've said about WAR & PLD in coil hints to them playing a lot more WAR when testing/designing it than PLD. They kept insisting WAR was just fine and performing like it should. Then they come out and say they're buffing WAR, but only because PLD is performing too well. They actually never mentioned anything about scaling to my knowledge.

    Let's recap:

    WAR just right
    PLD too strong

    so if WAR is just right (and find me the post where they said WAR was too weak), then coil was probably supposed to be as hard as it is for groups that use WAR tanks.

    Quote Originally Posted by Leiron View Post
    @Exstal: It makes me think they tested the content in better gear than what would be available to player's, so it hid the problem that was there.
    If both PLD and WAR are in ilvl90 gear, they're already overgearing the content so any disparity won't show.
    Such a disparity won't show unless the content is actually difficult enough to bring out these issues.
    They said there were times in certain fights where the tank was supposed to die. The PLD does not die in those situations when he's supposed to. Nothing about that says they were testing in ilvl80 gear.

    Hell, if they thought there was just no way the PLD could survive in those fights, I'm more inclined to think they were testing while using AF gear.
    (1)

  5. #5
    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 Giantbane View Post
    They said there were times in certain fights where the tank was supposed to die. The PLD does not die in those situations when he's supposed to.
    I think it's more apt to say that there were conditions that were supposed to be wipe conditions that weren't acting as wipe conditions. For Caduceus, since slimes still spawn after split, I'm pretty sure the intended strat was for players to continue feeding the split snakes, and that having more than 2 stacks was supposed to be a wipe condition. I'm also pretty sure that the devs intended for the dreads in t4 to be a wipe condition when they'd eaten multiple bugs; the spawn positioning and general set up of the rest of the fights (the MT and OT grab and separate portions of the phase's spawn) suggests that the bugs were probably intended to be kited by the OT while the MT handled the dread. Intentionally feeding bugs to dreads probably wasn't something they thought players would do, especially since it heals them (which means absolutely nothing when the dread hasn't been touched by the DPS yet).
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