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  1. #1
    Player
    Kydi's Avatar
    Join Date
    Jun 2014
    Posts
    300
    Character
    Dani Wah
    World
    Odin
    Main Class
    Samurai Lv 70
    The issue as I see it stems from a lack of useful tanking stats. If tanks were forced to have "proper" stats, and as mentioned by someone earlier in the thread, bosses were virtually (or actually) untankable outside of tanking stance we wouldn't have the same issue as to whether tanks should be in VIT accessories or STR (which they can't roll on but do need at present).

    I would agree with the earlier poster that there needs to be a shift to really change the focus on each role doing what they are designed to do. Tanks should be the only ones, in my opinion, who can stand in front of the boss, take a hit and not get dangerously low on health (notwithstanding attacks like blinding blade needing to be shared).


    My suggestion in another thread was three specific tanking stats - Parry, Evasion and Resistance (general damage reduction and healing received increase). It would need a significant re-work of the tanking setup, and thus is very unlikely to ever happen, but I can dream. Each would have different scaling to differentiate the tanks - DRK for instance would want Parry to a soft cap and resistance, with the design being they mitigate many attacks, but have reasonable defence against ones which get through, WAR would go for Evasion, avoiding attacks as much as possible, but having a large HP pool and naturally increased healing from their stance to recover when they do get hit and PLD would go all out Resistance, minimising the amount of damage taken (per the idea that they are there as the defensive tank), but taking more hits as they would have low parry/evasion stats.

    Couple this with overall increased single target damage from bosses (I would say an unmitigated auto attack be around 8,000) and increased damage reduction from tank stances (go to 40% and add 20% to WAR stance to make it viable on top of the healing+ it already has) it would mean that tanks needed to be tanks, not quasi-dps. Secondary stats would then mean that the overall damage was reduced to around 3,000 average per hit for a tank, or (with increased HP due to VIT stacking) approximately 1/6 of their total HP pool.

    Like I said elsewhere, this is from an experienced MMO player, but not necessarily experienced FFXIV.

    Edit: Alternatively, just make vitality worth something other than HP. If tank abilities scaled off it that would work, but perhaps instead think outside the box (and drive tanks away from this DPS>>>>>>everything thought process) to have it add passive damage resist, perhaps in the region of 1 point VIT = 0.01% damage resist. That would allow tanks with the current gear up to about 10% damage resist I think. That would allow healers to DPS more (to make up for the lack of extra tank dps) if required and would make VIT accessories desirable for tanks.
    (2)
    Last edited by Kydi; 09-07-2015 at 08:46 PM.

  2. #2
    Player
    MiniPrinny's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    448
    Character
    Sakura Yukimoto
    World
    Balmung
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Kydi View Post
    -snip-
    The issue with implementing evasion as a stat is that it is very RNG-based and never really had a good place in any game and it always feels unbalanced.

    As for the main thread, I made this suggestion in another thread, and I'll make it again here: Jewelry should be role-restricted, and fending jewelry, like fending armor, should have strength on it. This is really the biggest issue, our gear lacks what it needs, forcing us to take slaying equipment or overmeld normal jewelry, neither of which are very good options.
    (1)

  3. #3
    Player
    AnimaS's Avatar
    Join Date
    Jun 2015
    Posts
    215
    Character
    Anima Soulcleanser
    World
    Adamantoise
    Main Class
    Goldsmith Lv 60
    Quote Originally Posted by MiniPrinny View Post
    The issue with implementing evasion as a stat is that it is very RNG-based and never really had a good place in any game and it always feels unbalanced.

    As for the main thread, I made this suggestion in another thread, and I'll make it again here: Jewelry should be role-restricted, and fending jewelry, like fending armor, should have strength on it. This is really the biggest issue, our gear lacks what it needs, forcing us to take slaying equipment or overmeld normal jewelry, neither of which are very good options.
    this is why materia exists and crafted accessories.
    (0)

  4. #4
    Player
    MiniPrinny's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    448
    Character
    Sakura Yukimoto
    World
    Balmung
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by AnimaS View Post
    this is why materia exists and crafted accessories.
    Clearly, this isn't the case. Otherwise SE wouldn't have gutted crafting across the board. And for many, this isn't an option, either due to lack of willpower (seriously, 5% chance to meld materia that costs thousands of gil?) or time (grinding gil, finding GSM that can craft the jewelry, making or waiting for more materia to appear, ect). Also, for when the next EX primal shows up in the DF with a minimum ilvl and you can't queue despite being the MT of your static because your ilvl is floating around 170, there is a problem.
    (1)

  5. #5
    Player
    AnimaS's Avatar
    Join Date
    Jun 2015
    Posts
    215
    Character
    Anima Soulcleanser
    World
    Adamantoise
    Main Class
    Goldsmith Lv 60
    Quote Originally Posted by MiniPrinny View Post
    Clearly, this isn't the case. Otherwise SE wouldn't have gutted crafting across the board. And for many, this isn't an option, either due to lack of willpower (seriously, 5% chance to meld materia that costs thousands of gil?) or time (grinding gil, finding GSM that can craft the jewelry, making or waiting for more materia to appear, ect). Also, for when the next EX primal shows up in the DF with a minimum ilvl and you can't queue despite being the MT of your static because your ilvl is floating around 170, there is a problem.
    you understand crafting has a system here that supplying blue (WHATEVER) accessories with str and VIT will kill the aforementioned MARKET? ohh puh LEAZE anyone who is on a raid level can FIND a goldsmith ; and the last part; Guess what! you can change gear before pulling in duty finder! do you tank?

    FYI i have been main war since i began which is probably getting in the 1.5 year ago area, after reaching the end game raids i quickly found nearly everyone had their crafts leveled up; and if not a major raid group (any savage raid group) HAS an omni crafter available.

    Sorry i gotta add this, cause there is no FRiGGEN I lvl requirement for pre made raids.
    (0)
    Last edited by AnimaS; 09-07-2015 at 10:50 PM.

  6. #6
    Player
    dspguy's Avatar
    Join Date
    Aug 2013
    Posts
    1,667
    Character
    Jain Farstrider
    World
    Leviathan
    Main Class
    Marauder Lv 100
    Quote Originally Posted by AnimaS View Post
    Sorry i gotta add this, cause there is no FRiGGEN I lvl requirement for pre made raids.
    Almost entirely true. T9/T13 - if you go in with a premade after it was moved to DF (instead of clicking on the entrance), it does an iLvl check. Minor point.

    This day and age though, it isn't like 2.4ish when if you melded certain gear (thinking BRD legs/body) with 4 Tier IV materia and 1 Tier III materia it was comparable if not BiS. It was a corner case and it kept a market open (for materia and gear and the mats necessary). Right now? No such thing. For many that are already using i190,200,210 accessories, it is hard to justify "dropping" to i150. if you are clearing content, I guess it doesn't matter what you are wearing.
    (1)

  7. #7
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    Quote Originally Posted by dspguy View Post
    This day and age though, it isn't like 2.4ish when if you melded certain gear (thinking BRD legs/body) with 4 Tier IV materia and 1 Tier III materia it was comparable if not BiS. It was a corner case and it kept a market open (for materia and gear and the mats necessary). Right now? No such thing. For many that are already using i190,200,210 accessories, it is hard to justify "dropping" to i150. if you are clearing content, I guess it doesn't matter what you are wearing.
    Those accessories are a theoretical equivalent of i220 accessories, so it's not really i190/i200/i210 -> i150, it's i190/i200/i210 -> i220. If you're progressing in Savage and you haven't already cleared A4S, you should invest in at least 1 crafted accessory (eventually Eso gear + drops will get you to the point where you really only need 1). If you're doing Lucrezia's suicide strat in A4S you can technically go full STR, though I guess we'll see how viable that becomes in the future.
    (0)

  8. #8
    Player
    Donjo's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    980
    Character
    A'lyhhia Tahz
    World
    Lamia
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Kydi View Post
    Stats!
    I once toyed around with ideas regarding changes to the currently existing stats to make them all affect Tanks in ways that help Tanking. Like...

    Parry - Affects Parry Strength.
    Critical Hit Rate - Changed to Critical Defend Rate; affects Parry Rate.
    Determination - "Determination" to not die; reduces damage taken.
    Skill Speed - Never actually figured out something for this one. Maybe it'd be okay to leave it alone, considering its position as the DPS stat nobody wants too much of.
    (1)

  9. #9
    Player
    Gooner_iBluAirJGR's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    627
    Character
    Rosenthal Hogire
    World
    Gilgamesh
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Donjo View Post
    Parry - Affects Parry Strength.
    Critical Hit Rate - Changed to Critical Defend Rate; affects Parry Rate.
    Determination - "Determination" to not die; reduces damage taken.
    Skill Speed - Never actually figured out something for this one. Maybe it'd be okay to leave it alone, considering its position as the DPS stat nobody wants too much of.
    I wish this was a thing for Fending gear. Gona call Yoshi and make this happen for 3.1
    (0)
    YouTube.com/c/iBluairjgr