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  1. #1
    Player
    MiniPrinny's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    448
    Character
    Sakura Yukimoto
    World
    Balmung
    Main Class
    Dark Knight Lv 80

    Let's Talk Stats

    Before I begin, I wish to preface this discussion with a disclosure. I understand quite well, that currently, the sole tanking stat (parry) is frowned upon because the game has been designed and balanced in a way that discourages tanks building defensively, but this is a discussion about moving forward, not remaining where we are.
    Anyway, as I have just mentioned, tanks as it stands, are pretty much glorified damage dealers who can actually take a hit. A group of friends and I see this as more or less misunderstanding what makes a tank in gaming what they are, tanks. It shouldn't be that we build full offensive, our threat in all forms of combat should be that we're unstoppable juggernauts, slowly carving opponents up with our blades.

    Our solution? Stats. As it stands, tanks have one stat that actively increases our durability that we have a choice in: Parry. Parry as a concept is great, parry in practice... not so much. We all know it needs a better formula, one that rewards us for choosing it over critical hit rate, skill speed, or determination. But one stat to rule them all is just as unhealthy, so what I wish to propose is increasing the amount of stat options available for tanks.

    There are a myriad of examples of stats that could work, be it something like Lifestealing (a good option for WAR and DRK?), simple Elemental Resistance (think single elemental resistance, but for all six/seven elements), Deflection (Parry for magical attacks, maybe just rolled into Parry), Regeneration (passive HP regen in combat). While most of these would still be good for "fluff" attacks, they do add up over all and would allow healers more room to assist in doing damage. In addition to all of this, it would make tanks feel like they were tanks instead of damage dealers who happened to tank. We really shouldn't be asking ourselves "how are we supposed to maximize our damage" we should be asking ourselves, "how are we supposed to minimize their damage." At least, that's what I think.
    (4)

  2. #2
    Player
    Hundred's Avatar
    Join Date
    Sep 2013
    Posts
    282
    Character
    Delcas Seven
    World
    Lamia
    Main Class
    Warrior Lv 81
    Im not interested in the illusion of choice for FFXIV.
    Str vs Vit is already enough of a headache here without giving tanks more crap to argue about incessantly.
    (2)

  3. #3
    Player
    RhazeCain's Avatar
    Join Date
    Aug 2013
    Posts
    306
    Character
    Rhaze Cain
    World
    Behemoth
    Main Class
    Marauder Lv 60
    Well, before you talk individual stats, let's back up and look at a bigger picture.

    Philosophy #1: Find minimum defensive stats to live comfortably, then shift additional points into offensive stats.

    Philosophy #2: Prioritize defensive stats over offensive. Mostly in prep for very challenging content or some effort to free up healers to DPS.

    #1 is my current philosophy, and probably most popular at the moment.
    #2 I could respect if SE were to consistently throw challenging content our way. They haven't unfortunately. Alex savage has been a refreshing change for the 1 day I've tried it so far: Warrior MT Faust with near full STR spec & stance dancing made me sweat, and that's awesome. However, Esoterics gear was just released & Alex normal 2 weeks ago (thus I only have half done), so the challenge level is going down fast. And that's after a drought of nothing really challenging since final coil was newly released.

    Now consider the effect of your proposed new defensive stats on those philosophies:
    #1 you just made it less clear how to find that minimum defensive stats. Doesn't ruin the approach, but I for one would not appreciate the complication.
    #2 could benefit. If people actually wanted to use it.

    And finally the disclaimer about all "propose change" posts on this forum:
    Do you think developers for a Japanese game read English forums? (Not likely)
    Do you think developers cruise fan or player forums for their game looking for ideas? (In the unlikely event they do, they had better be very careful implementing what they find. "Be careful what you wish for" is an old cliche - with good reason.)
    Do you think these would be easy to implement? Does the positive effect justify the effort/cost and risk of messing something up? (Hint: won't be easy)
    ...Hope you had fun writing it. The enjoyment of writing/replying is all we'll get out of it.
    (0)

  4. #4
    Player
    D_C's Avatar
    Join Date
    Sep 2013
    Posts
    101
    Character
    Diana Crunchetta
    World
    Coeurl
    Main Class
    Blacksmith Lv 60
    Quote Originally Posted by Hundred View Post
    Im not interested in the illusion of choice for FFXIV.
    Str vs Vit is already enough of a headache here without giving tanks more crap to argue about incessantly.
    Oh sure mate, th' stats in this game are shite on ice, but that don't mean they gotta be. I mean yar, SE ain't gonna change shite either anytime soon, but it's nice ta dream.

    I'd love ta see a world where each of th' stats did somethin' good. Givin' people crap ta argue about is great, 'cause that means there's somethin' ta argue over. This shite is homogenous enough.
    (0)

  5. #5
    Player
    Donjo's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    980
    Character
    A'lyhhia Tahz
    World
    Lamia
    Main Class
    Paladin Lv 80
    Ah, I think you're starting to see what is possibly the largest flaw in the design of this game. We have here a game that features the Holy Trinity of Tank, Heal, and DPS... but is absolutely abysmal at enforcing it.

    Ordinarily, there are the three roles. First is the DPS who specializes at dealing damage at the expense of a limited ability to take hits and support the party with buffs/heals. Second is the Healer who specializes in supporting the party with buffs and heals at the expense of limited ability to deal damage and take hits. Finally, we have the Tank who specializes in taking hits at the expense of limited ability to deal damage and support the party. Put all three of these together and we get the Holy Trinity because the three most major aspects of a party's ability to fight an enemy are covered. The weaknesses of the individual roles didn't matter; they were all so necessary because of what they specialized in that all of them were always needed, and therefore they were always there.

    But that isn't how things are in FFXIV. In FFXIV, the so called DPS deal a mere 20-30% more damage than Tanks and Healers. Bards and Machinists have been called obsolete because Tanks are so close to their DPS. There are fewer than five fights in all of Heavensward that couldn't be easily cleared without bringing a single DPS along. Tanks can eschew a majority of their ability to take hits and still tank an encounter. A healer can spend less than half of an encounter casting healing spells and still easily keep everyone alive. Eliminating Tanks and Healers from encounters is always at the forefront of player's minds because the number of them that the game recommends for parties is almost never necessary. That's the big theme here: there are too many party based situations where one or more roles simply aren't necessary.

    So... Tanks. As you have observed, they are currently caught in a fallacy. They're being told that they can only be effective Tanks if they stop thinking like a Tank. Healers are in a similar conundrum. The driving reason behind this, I would guess, is that the community is increasingly valuing DPS above all other factors in determining the effectiveness of a party. This is because of the way FFXIV handles difficulty. The primary difficulty of most fights is the handling of mechanics. The rest of it is the numerical difficulty: the amount of DPS, healing, and mitigation necessary to survive and win. The only truly significant element of numerical difficulty fights in FFXIV tend to get is a DPS check. Hard checks on Healing and Tanking are much rarer and are frequently only valid when a group is undergeared for a piece of content or players are otherwise deliberately doing something to increase the difficulty of a fight.

    So we have DPS checks in every meaningful fight, a DPS role that doesn't deal that much more damage than the other roles, and Tanks/Healers who have absurdly easy access to ways of increasing their own damage without removing the ability to perform the minimum of their own assigned roles. Of course DPS is going to be the stick by which everything is measured. Thus, the Holy Trinity is abolished. Instead of Tank, Heal, and DPS... we have a DPS who can take a hit, a DPS who can heal a hit, and a DPS who hits a little harder than the others.

    There are two questions left here. First is whether or not this is actually a huge problem, in the sense of some perceived ability to kill the game. The game has been running strong with these design philosophies for well over a year now. If this skewed trinity were to kill the game, it probably would have succeeded by now. Granted, it probably has lost subscribers in people like you who looked at a non-DPS role and realized that it's just a DPS that happens to have a specific utility, but it seems evident enough that the community at large is having fun with the game as it currently is. If you wish to Tank or Heal, it might be truly necessary to leave behind what those roles fully do in other games because it just doesn't apply to FFXIV right now.

    The second question is whether or not SE might ever consider changing the game to make the roles more defined and necessary. My best guess is that they probably won't. One thing they have been particularly loathe of doing is making changes that significantly muck with established player strategies or practices. Strength Tanking has been happening for a very long time now and they publicly acknowledged DPSing healers shortly before Heavensward came out. SE knows that this is happening and it thus could stand to be reasoned that they're deliberately enabling it to occur.

    This situation is rooted down well enough that a mere increase in the amount and/or effectiveness of defensive stats for Tanks will not do a single thing to change the landscape. All it will do is piss people off because there are now more defensive stats to avoid.

    Your heart's in the right place, OP... it just might be in the wrong game.
    (7)

  6. #6
    Player
    Bustaperizm's Avatar
    Join Date
    Jul 2015
    Posts
    23
    Character
    Busta Perizm
    World
    Leviathan
    Main Class
    Dark Knight Lv 60
    Great post donjo. Ive had this conversation with others, but for many this is their first mmo with nothing to compare to.

    Since you said it clearly i dont have much to add. Just an opinion that as the game goes on and they add more jobs, it will be necessary to increase the unique qualities of each class. And i feel then is when we will get a deeper stat meta introduced and adopt a stricter holy trinity. Atleast in raids.
    (0)

  7. #7
    Player
    saber_alter's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    1,811
    Character
    Lyrre Myste
    World
    Cactuar
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by D_C View Post
    Oh sure mate, th' stats in this game are shite on ice, but that don't mean they gotta be. I mean yar, SE ain't gonna change shite either anytime soon, but it's nice ta dream.

    I'd love ta see a world where each of th' stats did somethin' good. Givin' people crap ta argue about is great, 'cause that means there's somethin' ta argue over. This shite is homogenous enough.
    heh, pirate speech.


    I like the idea OP, at least on paper. in practice i have no idea. definitely would at least make me feel closer to a tank, and not a "High hp dps with an immunity"

    good read Donjo. I do sincerly hope that they fix this skewed trinity though. it probably won't kill the game if they don't, but it would be nice.
    (0)

  8. #8
    Player
    rawker's Avatar
    Join Date
    Dec 2014
    Posts
    1,197
    Character
    Rawker Stone
    World
    Excalibur
    Main Class
    Paladin Lv 90
    Am I the only one liking the all DPS thing going on with the game? I mean, all of them are capable of dealing damage but has different "priorities". A tank can dps, sure but has to prioritize taking hits and surviving. Healers can dps but should be quick to abandon the thought of using the next offensive spell to help dying party members.

    Comparing it to other MMOs I've played in the past, you are forced to do one thing, nothing else. Say you're a tank, you are given very low offensive capabilities that there are no reasons to invest on offensive stats unless you're doing novelty builds that will be a waste of character space. This design makes playing either tanks or supports 100% leeching off dps characters which is stupid, imo
    (0)

  9. #9
    Player
    Shyle's Avatar
    Join Date
    Aug 2013
    Posts
    118
    Character
    Shyle Katriss
    World
    Ultros
    Main Class
    Samurai Lv 70
    I think the reason why we're seeing role bleeding, and the focus on DPS in this expansion more than previously, is due to the majority of players' affinity to do damage rather than other roles. Finding tanks in ARR launch (and pretty much any other MMO) is always a task, now with HW, the tanks now are a little bit more fun to play knowing they're contributing damage to the group.

    It's not uncommon to see tank damage (or healer damage) increase. World of Warcraft (which the developers openly looked at for inspiration, among others) also boosted the dps of tanks to lure players into that role to fill the gaps in class/role disparity.

    The Trick is to devise a way to allow players to "have their cake and eat it too". We can't have healers and Tanks being top dps, but they need to be competitive for fights like Bismark EX and the other DPS check fights.

    I think instead of creating the "talent spec" style of classes (e.g. dual spec in other MMO'S) they just offer up various stances (Deliverance for wars). Tanks in this game have become, just as it was mentioned before, DPS that can take a hit. And, IMO, there's *nothing* wrong with this


    Frankly (and I may be biased here) but I love being a Warrior that can Tank efficiently and also dps competitively.
    (0)

  10. #10
    Player
    Cinicus's Avatar
    Join Date
    Aug 2013
    Posts
    132
    Character
    Cinicus Tron
    World
    Brynhildr
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Bustaperizm View Post
    Great post donjo. Ive had this conversation with others, but for many this is their first mmo with nothing to compare to.

    Since you said it clearly i dont have much to add. Just an opinion that as the game goes on and they add more jobs, it will be necessary to increase the unique qualities of each class. And i feel then is when we will get a deeper stat meta introduced and adopt a stricter holy trinity. Atleast in raids.
    One could only hope...
    (0)

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