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  1. #11
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Thunda_Cat_SMASH View Post
    ...And if we're talking class nerfs, why not remove Storm's Eye? Make Ninja mandatory. Give Storm's Eye some other effect.
    I'm more for changing Storm's Path rather than Storm's Eye. Either change it so that the debuff causes the mob to deal less damage to you and only you (it is part of WAR's mitigation kit, so that'd make sense) or change Halone and Delirium to apply the same debuff and remove the INT/STR debuffs.
    Quote Originally Posted by RapBreon View Post
    People being unable to interpret data is an issue that can't be solved (not game-wise, different topic). Even if all three tanks were perfectly balanced; one would still have to sit for the world first. Even if that other tank is capable of doing it (WARs could do 4/5, it was just simply harder; a burden world firsts wouldn't shoulder because it jeopardizes their chances). Balance is not necessarily that out-of-whack (not in the situation presented anyway); but it is certainly overblown.
    You can't really dismiss this by saying "people are stupid" (which is what you're doing). I guess it'd be alright if this didn't affect you, but as I said, all of us are affected by this eventually.

    Quote Originally Posted by Ultimatecalibur View Post
    "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.
    Agreed.
    "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.
    I think the problem also includes how tank design was approached here.
    (2)
    Last edited by Duelle; 09-22-2015 at 05:15 PM.
    * 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)