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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 Giantbane View Post
    The way WAR plays feels good, the way the abilities interact with each other feels good, the class has good flexibility in terms of damage vs. tanking, the class has good utility and the class can manage its resources well

    Why would you want to change this? This should be the ideal that PLD/DRK design aspires to.
    Damage and utility should not be the defining elements of tank classes, since that creates incongruities in performance that lead to scenarios not unlike what we're seeing right now. The metagame isn't the only source of the problem; how SE approached tank design is a part of it too.

    This said, my own concern would be relative damage between tanks and DPS. That's why I'd be hesitant to buff PLD damage and simply would lower tank emphasis on DPS a bit while making all 3 perform close to each other numberswise. Gameplay choices are attached to this, since by design PLD, WAR and DRK are clearly not meant to be tanking outside of Grit/Defiance/Shield Oath, and I have a feeling part of the issue would go away if you somehow forced all three to full-time their tank stances when main tanking (if I recall, Defiance WAR was pulling slightly ahead of a Shield Oath PLD back in ARR).

    The next item would be utility, which is rather sparse on WAR with the exception of how strong Storm's Path is (which I suspect is a reason for WAR being guaranteed a raid spot). This is where you need to homogenize a bit. Either make Halone and Delirium provide the same effect, or make Storm's Path a buff that only affects the WAR.
    (5)
    Last edited by Duelle; 09-23-2015 at 08:39 AM.
    * 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)