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  1. #1
    Player
    Izsha's Avatar
    Join Date
    Nov 2013
    Posts
    966
    Character
    Izsha Azel
    World
    Exodus
    Main Class
    Warrior Lv 80
    They would need to redesign tanking all together. Mitigation is "hit this button before this attack". Mitigation isn't hard or interesting in any way in this game. Push button, take less damage. It's exceedingly rudimentary. There's no way to "test" tanks in any meaningful way because there is no meaningful active way to mitigate damage. The only tank stat is hp. So you litterally gain no actual mitigation by playing turtle. More hp doesn't reduce the amount of heals you need.

    Ironically it's the reason I like war. They have a mitigation resource to actively manage (wrath). It makes it far more engaging than push button, mitigate damge style of pld. (I haven't messed with dark much but the mp management sounds interesting for the same reason). That's why I still say war is the best designed tank. Managing resources is what makes jobs interesting otherwise they fall prey to a rotation. And there is almost no practical difference between a rotation and a priority system. They both end up brain dead ways to play. Actively managing a resource with tradeoffs gives you DECISIONS to make. If I do X now I can't do Y later. Tradeoffs are what make interesting gameplay. Rotations and priority systems are just reactions. There's no thinking involved with either. Prior is skill 1 then 2 then 3. I just did 1, 2 is still up therefore the next thing is 3. That's not 'thinking' that's reacting. There's no decision without tradeoff. "If I use infuriate to get 1 mire fell cleave under zerk now, will I need to for ib the tank buster in 40 sec? Can I afford to pop vengence just for a stack now and give it up for the next 2 min? When an choice to do an action costs you in some other way down the road you have to think ahead and weigh the pros and cons. Rotations and prios are just synonyms for pattern gameplay.
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  2. #2
    Player
    Yorumi's Avatar
    Join Date
    Sep 2013
    Posts
    390
    Character
    Yorumi Eienyuki
    World
    Ultros
    Main Class
    Red Mage Lv 77
    Quote Originally Posted by Izsha View Post
    They would need to redesign tanking all together. Mitigation is "hit this button before this attack". Mitigation isn't hard or interesting in any way in this game. Push button, take less damage. It's exceedingly rudimentary. There's no way to "test" tanks in any meaningful way because there is no meaningful active way to mitigate damage. The only tank stat is hp. So you litterally gain no actual mitigation by playing turtle. More hp doesn't reduce the amount of heals you need.
    That still all comes back to bad design though, whether the encounter or the tank is poorly designed doesn't change that overall it's bad design. I do generally agree that to a large degree it's already too late but still doesn't excuse the bad design decisions that really are still going forward. They could have made parry actually do something, they could have made vit directly reduce the damage you take. We have a stat determination that increases all damage, why not a stat like I don't know, mitigation, stack it to take less damage. We have elemental resist on our char sheets and absolutely no option to do anything with it.

    They added new skills to the tanks in the expansion they could have used those to make things more interesting but didn't. The new skills could have been all kinds of active mitigation but didn't really realize that at all. Closest is pld with shelltron and divine veil but those fall woefully short. So yeah it's kind of too late for radical gameplay changes, but there were a lot of things they could have done.
    (1)

  3. #3
    Player Ercapote's Avatar
    Join Date
    Aug 2015
    Posts
    193
    Character
    Sebaron Rivail
    World
    Cactuar
    Main Class
    Warrior Lv 70
    Quote Originally Posted by Yorumi View Post
    now this!.
    on this I do 100% and beyond agree with you on dps and heals I think it's fine but tanking was poorly made and they are only pushing tanks even more to the dps side, whit an stat like parry that it's even implemented on our gear like if we actually need it for anything and not taking advantages of the elemental system nor implementing new TANKING interesting abilities just dps and situational BS that are barely used I do agree they are fucking it up on this aspect of the game, I LOVE TANKING but I don't like the way is implemented here nor on end game content where you only feel llike a tank when you need to switch. they took a really lazy and poor approach to the tanking aspect of the game and that's something I which they change, lately I feel more like a dps than a tank.
    (0)