Using that Logic, all equipment in the game should be ilvl 50, because we all have to play together due to the Duty Finder.Duty finder. You are going to have groups with very disparate gear sets through no fault of their own. I don't think it's fun for a new tank to stand no chance to hold threat against their teammates, nor is it very fun for geared DPS to have to constantly hold back on what is for them trivial content.
So... having your OT not hold back anymore and able to deal more damage without ripping aggro off you is a bad thing?
Also, aggro management isn't rocket science. Instead of pressing 1-2-3 before, you're going to be able to press 1-2-4, 1-2-5 and so on and so forth.
This changes NOTHING.
^ This. This is pretty much what I've been saying. Although it plays a role in tanking, no one cares about how much threat you can hold unless they keep pulling aggro off the tank. A good tank should be judged by the decisions he/she makes not the threat bar because thats the standard. What sets good tanks apart is How well they know the fight, How he/she approach the encounter, How they use their CDs, How alert they are, How good do they predict massive pain ?If you were doing what you should have been doing b4, Tanking should not be any more boring than it was . If anything it opens up more options to maximize efficiency.
If they didnt make this change, history would repeat itself once they raise level cap because everyone doesnt level at the same speed. Heck, im sure there are still people who havent finished the main story yet....
Last edited by OmegaSinX; 12-19-2013 at 03:02 AM.
Tanks be Like....
I am a little confused by these complaints as well, as I suppose I'm on the "nothing has changed" boat.
In 2.1 I lost agro when
A) A Dps attacked before I did
B) Healer regen before a pull and I didn't notice
c) There is no C
I never had to fight for agro... ever... I just tanked the mobs with my rotation. It's the same now, except my rotation is different.
I suppose Paladins might have some room to complain, being that they got an enmity buff and nothing else to do, but even that is kind of... well... eh. Paladins could hold agro in 2.0 by just spamming Flash, in 2.1 it's the same deal except you have room to do more things (like Riot Blade? I honestly don't know).
Holding enmity was never super complicated or hard, I don't really see what super in depth enmity holding tanking sub-game we lost.
I hate to disagree with you ZDamned, but honestly, how "good" of tank did you really have to be in 2.0 to not lose agro?
Good tanks weave OGCD abilities in their rotation to maximize DPS. Good tanks pick up adds quickly and efficiently. Good tanks keep the appropriate buffs/debuffs up at all times. Good tanks know when to pop a CD. Good tanks know how to position a mob correctly.
Bad tanks did none of these things in 2.0, and they still don't in 2.1
Holding agro has never, ever been the designated skill factor for tank
Last edited by AppleGrocer; 12-19-2013 at 03:19 AM. Reason: edited for extra snarkyness
Aside from the fact that this doesn't logically follow at all, how about for all of the content outside of Duty Finder that this change realistically doesn't affect?
Holding threat in 2.0 required 0 skill.
Last edited by Calib0s; 12-19-2013 at 03:19 AM.
If this is true, then why do we even have abilities that specifically generate enmity?
Because DPS and healers scale better than us and our foundational role in a group as a tank is to... you know... tank the mobs.
It's like a house. Every house needs a solid foundation, but you don't say "Wow, that is an awesome house"because that foundation is solid. It's just the bare minimum needed for structural integrity. It's not really anything to be proud of, what you build on that minimum requirement is what separates a good house from a bad house, and a great house from a good one. A house with a bad foundation is barely a house at all; and if it is, it's not for very long.
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