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  1. #1
    Player
    Syzygian's Avatar
    Join Date
    Feb 2015
    Posts
    735
    Character
    Syzygia Coahcuhhar
    World
    Sargatanas
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by OPneedNerfs View Post
    According to Yoshi-P and the dev team, and even the tank community, Alex savage wasn't meant to be cleared in i190. Yet teams with WAR allowed it to be possible to happen.

    Not forgetting the fact that PLD/DRK will NEVER be a viable combination simply due to how much less damage and sustainability they have along with worse raid utility.

    Until PLD/DRK becomes as valid a combination as PLD/WAR or DRK/WAR, buffs or nerfs will be required.
    They seem to be willingly remaining blissfully ignorant to the fact that, in addition to WAR being overpowered;

    1. Tanks don't wear tank gear.
    2. Pentamelds are OP.
    3. Tanks disable their tank stances at the first possible opportunity.

    I am guilty of all of the above and I hate it.

    Quote Originally Posted by Valkyrie-Amber View Post
    Why nerf war? just buff Drk's and Plds to wards dps levels buff the mitigation all 3 tanks to be same.

    Then instead of many people only taking the two better tanks people would take any of the 3 if was just play style different.
    Away with you and your logic.

    That's what people refer to as homogenization and while it would seem like tanks being able to do competitive DPS with each other and mitigate damage/offer utility in equal portions is a fantastic idea, people apparently want to have critical, game-breaking discrepancies in these fundamental areas between the three tanks.

    They can't accept the mechanical playstyle of the jobs being different, and that being enough:

    1. PLD: Blocking, intelligent use of Shield Swipe to maintain hate through your other combos and save TP, raid awareness and looking for ways to help protect and mitigate damage for your party through Stoneskin/Cover etc. thinking like tank+support rather than a tank+DPS.
    2. WAR: Slower paced, seemless stance-dancing, managing stacks and spending them intelligently, maintaining debuffs for your party that effect both incoming and outgoing damage, maximizing DPS.
    3. DRK: Mana management, short recast CDs with a lot of CD stacking in mind, fast-paced- abundant off-GCD weaving of damaging abilities, larger focus on AoE, resource sustainability and proc-based mitigation/damage.

    These are just general differences in the feel and playstyle of the jobs. But nope. Not enough.
    (14)
    Last edited by Syzygian; 09-22-2015 at 03:52 PM.

  2. #2
    Player
    AnimaS's Avatar
    Join Date
    Jun 2015
    Posts
    215
    Character
    Anima Soulcleanser
    World
    Adamantoise
    Main Class
    Goldsmith Lv 60
    Quote Originally Posted by Syzygian View Post
    They seem to be willingly remaining blissfully ignorant to the fact that, in addition to WAR being overpowered;

    1. Tanks don't wear tank gear.
    2. Pentamelds are OP.
    3. Tanks disable their tank stances at the first possible opportunity.

    I am guilty of all of the above and I hate it.
    1 is just ridiculous.
    2 was already addressed by capping the ilevel of accessories, materia is a part of FFXIV and it's not going to dissapear
    3. dicto simpliciter, and then he admits his own projection:

    I am guilty of all of the above and I hate it. the OP is referring to himself. Shame on SE for allowing you to do these things. These are projections and seem to antagonize the very same mobs of commenters into saying the very same things to once again demonstrate they are capable of a circular argument ........ until they NEXT one, be it in the DPS Forum over Ninja or MCH, here or the Healer forums.
    (2)
    Last edited by AnimaS; 09-22-2015 at 04:01 PM.

  3. #3
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by AnimaS View Post
    1 is just ridiculous.
    2 was already addressed by capping the ilevel of accessories, materia is a part of FFXIV and it's not going to dissapear
    3. dicto simpliciter
    "1" is a very noticeable design problem where the developer/game suggested (i.e. gear that you can "Need" on) right side "accessory" gear for tanks is far from preferable to the suggested melee DpS gear for the same slots.

    "2" is a design problem with how the materia meld system interacts with standard stat distribution on accessories and how melded crafted gear compares to unmelded dungeon/raid/token gear. If we could not meld Str into Vit accessories and Vit into Str accessories and only secondary stats were meldable into them there would be no need to limit crafted accessory ilevels.

    "3" is a problem with encounter and boss design. When stances that give increases in enmity, accuracy and mitigation at the cost of damage dealt have no reason to be sustained constantly and it is considered skilled play to activate and deactivate them when your tanking duties have not changed there is a problem with how fights are designed.
    (2)
    Last edited by Ultimatecalibur; 09-22-2015 at 04:49 PM.