Well, but at least you got stabbed in the lung instead of the heart! Silver linings, right?
Not really. Tanks were avoiding Parry in FCOB (and probably before that--but that's when I first started to notice it), too, and the DPS checks weren't nearly as tight back then. They would still avoid it even if we didn't have the tight DPS checks we do now.
Parry as it is now: RNG mitigation that is wholly unreliable on tank busters (outside of RI on WAR) and completely useless at smoothing auto attack damage as that can be healed with simple HoTs and Fairy heals (also, y'know, unreliable). Crit is also checked before Parry, which means the only spike damage you can regularly take can't even be parried.
It just doesn't work as a defensive stat in this game. It either needs to be a flat damage reduction increase (like Defense/Magic Defense) or it needs to provide some sort of damage reflect for it to be a relevant stat in the current meta.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
Parry needs a lot of rework in order to be a good stat. If the encounters were hitting constantly really harder thus forcing into thinking about mitigation first, and if parry was not RNG but actually a reliable form of defensive stat, then yeah it would be a good option. But it needs a complete rework of how the encounters are built in this game first in order to work.
Just buff the usefulness Make it parry more often or for more dmg maybe 40%?
I like the idea of having Parry be a forced stat on all tank gear, but not taking the budget, similar to how a lot of late 2.5 healer gear had "free" accuracy on it.
Parry is terrible. Not only is it pretty pointless to stack due to the fact that it's unreliable and only reduces 20% of physical damage, it also has really bad returns per point - you need so much parry to see any meaningful difference that it's inefficient to stack even if encounters benefitted from high parry chance. However... parrying isnt actually -bad- per se. Parrying more frequently makes tanks feel tankier.
If every piece of tank gear had a chunk of free parry on then parry would become a stat that slowly increases as you gain item level without impacting your ability to DPS by stacking DPS stats.
It's not so much that it isnt reliable (with 15-20% chance to parry you'll see a significant amount in any normal length fight), it's just that the tanking meta doesnt give a monkeys about your average mitigation. Parry doesnt "save you" in the way a tanking cooldown does, or flat armor/defense - it just reduces the overall healing requirement in an encounter when using optimal efficient heals and minimising overhealing.
In a game like WoW in the early days of raiding for instance, bosses just pummelled tanks constantly needing a consistant stream of healing into them, and didn't really have huge tankbusters. As a result, tanks wanted to stack mitigation, avoidance, blocking, anything which reduced the overall healing requirement on them. The "failure state" of a lot of these early raids was healers running out of mana, so a stuff like random block/parry chances generally would help. The tanking meta kind of alternated in different expansions between overall mitigation with healer mana being the issue (where tanks stacked avoidance/block/mitigation), or healers having near infinite mana but tanks being able to be killed in 3 seconds if they took 2-3 hits without a heal (where tanks just stacked pure Stamina).
In FFXIV though, this meta doesnt exist. healers don't run out of mana unless they have to heavily AOE heal or res people. Tanks can tank for long periods of time in DPS stance without needing too much babysitting. There's such low threat on a tank in the main bulk of any encounter that mitigation is ONLY needed during certain predictable tank busters.
An encounter like Alex 2 Savage might be the exception, but even there when you have a tank tanking a huge aoe pack the mechanics of the fight allow a gobwalker to stun them so tanks take no damage anyway.
Parry will never be a decent stat until the tank meta changes to one where tanks need a constant stream of healing to not die, and as much mitigation as possible is needed to prevent healers going out of MP.
Last edited by Sapphidia; 09-16-2015 at 11:09 PM.
I honestly think they should change it. No one cares for it because no matter what the healers will always keep you alive ( at least they should) and they aren't going to wait on you maybe blocking some of the damage. I'm sure someone already mentioned this but maybe keep the damage reduction( or lower it) but cause it to do a counterstrike or make the next auto attack do extra damage. Parrying an attack allows the user to strike an opening so why not change it to a partial damage stat. It would at least give people a reason to not avoid it.
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