As others have mentioned in this thread, I think the issue with lack of tanks is not the job/class but the responsibility in the party. Tanks must always be "on". They lead the entire raid, choose what gets engaged, where it is positioned, etc. It's a lot of stress. Now, couple that with immature players that rag on tanks for not doing things exactly the way that they want and to lay blame for every failure. Who needs that?
Creating another tank class won't change any of the responsibilities or stress so how do you fix the problem? You could create a job that instead of tanking directly, redirects hate and mitigation to another player. While that might be interesting, it could be a disaster in a PUG.
If you can't change the aspects that keep people away from playing tanks, maybe creating a new job that is "sexy enough" will entice people to the role. I gotta say, tank gear at certain levels is absolutely horrible (I'm looking at you darklight!). More interesting mechanics, sexy new gear exclusive to the class, etc. Maybe make the sexy new gear crafting heavy (not available in NQ from vendors or quest reward) might help fix crafting economy as well (this should apply to all new jobs).
Again, I would play the hell out of a new tank class/job. I have never ever liked the "Paladin" job, in this mmo or any. Has nothing to do with how the job plays and everything to do with a personal hatred of Paladin. That eliminates half of the available tanking jobs right there. Warrior wasn't great until 2.1 and I still don't like the look of the gear, both shared gear with paladin and JSE like AF2. IMO, the viking style horns are really played out. I'm starting to come around on it.. but i'm not there yet.
Give me samurai, give me rune knight, give me a titan egi, give me anything that isn't paladin and has cool looking gear, and I'm in.
There are different ways to go about a Ninja tank. One concept could be that the tank in question is more of a "shadow" tank in the sense that they use shadow images that hold other mobs while granting the tank in question with new abilities based on how many shadow images they have produced at the point in time
From 1-19 they can only produce 1 shadow image, from 20-39 2 shadow images and then from 40+ 3 shadow images.
The shadow images could have different mechanics like a basic "Flashbang" which would be their AOE attention grabber.
For the most part the shadow would just act as a pet in the sense of only using auto-attack but there would be certain abilities that when used the shadow image would mimic.
The basic idea behind a Ninja tank in this sense would be one that can handle a group of mobs quicker than Warrior and Paladin. Paladin would be the tank that can handle single targets the best, Warrior's have the brute force and Ninja could be the tank that can divert or focus their attack as needed.
To keep is balanced though it could work something in the sense of 1 shadow image= 25/75 split, shadow image is 25% of power and the player is 75% and then by 3 shadow images the split is 25/25/25/25.
The idea would then be that using shadow images on a single target would unlock different abilities which would improve the dmg potency of the ninja but to be the most defensive they would disregard using their shadow images to keep their evasion at max.
An example of dmg potency through shadow images would be something like "Quad-slice" four-fold strike that when all shadows are on the same target crit rating increases and the dmg potency doubles.
The ability split for Ninja would basically be, abilities which feed off the use of shadow images and then abilities which are more effective when you aren't using shadow copies which would be the tank-focused abilities, while overtime the shadow technique acts as more of the brute force of ninja's power.
The reason people don't play tanks is because the community are ***holes to them. One mistake and tanks fault fail fail fail fail blah blah like you're so great.
Frickin pathetic the way you all justify your actions towards people. Being a jerk is being a jerk no matter what your excuse it. It's a frickin game get over it.
i know i might not be following the order, but I honestly think that SE should make a dual-wield rouge class with main and off hand swords. Maybe it could be a tank? I don't know. honestly, i feel as though there are alot of DPS classes, but very few Tank and healer classes. I think that they should really add more classes in general overtime.
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Well people as a whole will flock to the newest class for a boon then return back to what they were doing unless it becomes the new flavor of the month. But I know people that would go sam regardless of what type it is just because its samurai. But regardless of how loved on class or job is I think overall best practice would to release them in a 3 type sets or 4 set if you want to mark range dps and melee dps different. So that instead of every person at cap leveling acn (which worked out decently well since the jobs were split but exp was still being gained) people would rotate between them. So one of each type the only issue with that though would be if the design team for battle/character design are the same team and is small unless they assign each design by sole indivduals then kicking it to testing but I imagine that would take even longer.
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Well no matter what class they will release it will always attract people like moths to the flame.
1 class released through a Major Update will not attract as many people as 3 or 4 new released classes.
Even during the first month of the game not everyone started leveling Arcanist until the second month of the game but those people didn't have a interests in Arcanist nor its two jobs.
While 1 new class will still attract people it will not attract as many people because not everyone will have interests in that 1 new class which will not put as much stress on the servers as 3 or 4 new classes.
However, 3 or 4 new classes will attract more people because people may have interests in 1 or more of these 3 to 4 new classes. This option leans more towards attracting a large community because it provides different interests and options but this is only because it gives SE a chance to attract more customers since chances of at least 1 of the new classes attracting a new customer or returning customer is much higher than simply releasing 1 class.
Then there is the benefit of releasing 1, or 2 ( I say 2 because Yoshi-P did say we may get a 2nd new class before 1st expansion if we are lucky), before releasing 3 or 4 new classes in the expansion.
The one new class can serve to test out the stress the new server system can handle due to the flock of returning and new players attracted to it while removing the extra stress it will add to the servers if it was released with the 3 or 4 new classes in something like the expansion.
This way it will at least allow SE to see how much the server improved since the Arcanist Boom incident during the first month. If the server can't handle this 1 new class attraction then they will need to improve it again to prepare for the 3 to 4 new classes in the expansion. If not they can add a few improvements to handle the factor of 3 or 4 new classes being more stressing than 1 class but the improvements demand will not be high as when the servers not being capable of handling 1 new classes population boom.
Last edited by EdwinLi; 01-10-2014 at 01:58 AM.
How about Samurai? It actually was a tank class in XI, despite being adapted to the DPS role. I could see it mitigating damage through parrying, and counter attacking on an evade, as well as holding hate through chained combos. I would rather see Ninja be a DPS, the whole point of a ninja is to kill silently from the shadows, not be noisy or head on like some anime ninjas I know.
Last edited by Vanguard319; 01-10-2014 at 01:54 AM.
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