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  1. #31
    Player
    RhazeCain's Avatar
    Join Date
    Aug 2013
    Posts
    306
    Character
    Rhaze Cain
    World
    Behemoth
    Main Class
    Marauder Lv 60
    Why do I hear multiple people saying essentially "any defensive stat will not be valued"?
    - What, you don't see crafted accessories being valued? They have less offense than more easily obtainable Slaying accessories.
    - You don't see tanks using defensive cooldowns to open up DPS stance and/or healer DPS? It's same for gear.
    ... Seriously, these people need their heads checked.

    There is also the simple value of defensive ability on it's own. If I'm progressing on a tough fight, I would gladly increase defensive ability just to avoid the random turn of a good attempt into a fail. Less random fails = faster progression.

    Point being: defensive abilities still matter, in general. Unfortunately parry is entirely ineffective right now. Were it implemented better, parry could become worthwhile - and by "better" I mean completely differently.

    Random idea would be that parry could trigger a "Riposte" ability that automatically strikes back when parry happens. Vaguely similar to Vengenance. PS. "Riposte" was in original Everquest - there's precedent for it. Just a thought. *shrug
    (1)

  2. #32
    Player
    Kiri_Tqnikaze's Avatar
    Join Date
    Sep 2014
    Posts
    51
    Character
    Gomiki Gaulo
    World
    Coeurl
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by ArdorGrey View Post
    "Offensive" crits make fights go faster. "Defensive" crits don't change the amount of healing in scripted fights, though they can make a notable impact on healing large trash packs. A lot of people understand exactly what you're saying, but no tank OR healer can factor a defensive "crit" into carefully planned mitigations and heals
    Um...what? If you parry more in a fight, you've effectively dropped the amount of damage you receive, therefore you also reduce the amount of healing needed.
    What you are implying is that critical hits are gauge-able while parrying is not. What you meant to say was: "Critical hits and parrying both can not be gauged. But both add an additional and appreciated extra impact to both trash and bosses."
    If you are relying on crits or parries, you're doing it wrong.
    (0)

  3. #33
    Player
    Hioki's Avatar
    Join Date
    Jun 2011
    Location
    Ul'dah
    Posts
    82
    Character
    Hioki Mitone
    World
    Leviathan
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by Kiri_Tqnikaze View Post
    Um...what? If you parry more in a fight, you've effectively dropped the amount of damage you receive, therefore you also reduce the amount of healing needed.
    What you are implying is that critical hits are gauge-able while parrying is not. What you meant to say was: "Critical hits and parrying both can not be gauged. But both add an additional and appreciated extra impact to both trash and bosses."
    If you are relying on crits or parries, you're doing it wrong.
    Unfortunately because you can't rely on it, it's a poorly designed mitigation stat. Almost all the "oh cool, I got a parry" in a fight is actually just overhealing in higher level encounters. You can try to be optimistic about the stat but the reality is... it's a pretty lame stat. If we had maybe 3-4 other mitigation stats and the tanking meta revolved around... tanking/mitigation, this one would still need to be adjusted as it's gain per point is too low.
    (1)

  4. #34
    Player
    Sparktacus's Avatar
    Join Date
    Aug 2013
    Posts
    264
    Character
    Sprinkle Puff
    World
    Gilgamesh
    Main Class
    Arcanist Lv 80
    Why can't parry be both defensive and offensive. People have mentioned this or something similar but it would be nice if the devs could really consider adding a riposte or counterstrike chance as part of the stat. This would alleviate a lot of issues and make it actually [somewhat] useful. It can be balanced fine by not putting out much damage but enough to compensate for its lacking defensive properties.

    Parry is on so many eso and Alex pieces and its pretty upsetting especially from an off tank perspective. Simply because I am stuck with something that doesnt help me increase my dps while I am OT and I am not taking any damage from anything that isnt already unavoidable [or magic based]. I literally have a 100% useless stat. While STR scales incredibly now and the loss of secondary stats to parry isn't AS detrimental as in 2.0. It still is and will always be a garbage stat until adjustments happen. Also compounded by the fact that to upgrade anything out of parry you need the drops from A3 and A4 Savage.

    The best option to make it utilitarian across all tanks is to give it offensive properties on top of making some adjustments to its defensive properties. Simple making it parry magic as well as physical would be enough to adjust its defensive side.

    I really hate parry.
    (0)
    Last edited by Sparktacus; 09-25-2015 at 06:38 PM.

  5. #35
    Player
    Rytank's Avatar
    Join Date
    Feb 2015
    Location
    Ul'Dah
    Posts
    21
    Character
    Ryan Musser
    World
    Leviathan
    Main Class
    Paladin Lv 60
    Hello, I main pld and consider myself casual, don't know much bout war/drk. But I had idea on the fly while reading this. It could help pld current state and make parry more useful. So what if parry effected your tank stances, like in sword oath parry got used as a scale increase for additional dmg (helping the ot position), then while in shield oath it had maybe a higher chance of parrying dmg, n when successful it in turn dealt back a auto-counter attack at say maybe 25% of the dmg mitigated? Just a thought, I don't chime in much on forums but I thought it might work, n u could probably do similar things with the other tank roles I would presume.
    (0)

  6. #36
    Player
    Synestra's Avatar
    Join Date
    Oct 2013
    Posts
    1,071
    Character
    Nel Synestra
    World
    Moogle
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by Donjo View Post
    Even if it made Tanks literally invincible at some threshold
    There was a era in WoW when tanks that stacked migitation stats became a god like beings, dont remember the order but it worked kinda like block/parry in here, first it checked block if that didnt happen it checked parry if that didnt happend it checked dodge and if you capped all those you always got one out of those and it was approx 50% dmg reduction up to 100%(thanks to dodge). Dodge was propably most OP out of those as it nullified all damage while block and parry only halved the damage.

    If we had those in here aswell it would allow healers to go nuts with DPS as tanks are now close to immortal :P
    (1)
    Last edited by Synestra; 09-25-2015 at 07:45 PM.

  7. #37
    Player
    Snowy_Mist's Avatar
    Join Date
    Sep 2015
    Posts
    20
    Character
    Snowy Mist
    World
    Tonberry
    Main Class
    Warrior Lv 60
    It'd be cool if they had parry add up to extra vitality.
    E.g. 10 parry =1vitality beyond the base parry level with no gear. so if you stacked full parry atleast you'd get like 50-60vit out of it.
    (0)

  8. #38
    Player
    Synestra's Avatar
    Join Date
    Oct 2013
    Posts
    1,071
    Character
    Nel Synestra
    World
    Moogle
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by Snowy_Mist View Post
    It'd be cool if they had parry add up to extra vitality.
    E.g. 10 parry =1vitality beyond the base parry level with no gear. so if you stacked full parry atleast you'd get like 50-60vit out of it.
    But then again tanks are already trying to avoid excess VIT aswell so this would kinda go waste, tbh the way tanking works in this game could use total overhaul imo(add more migitation stats, make HP matter more etc..)as tanks are kinda wannabe melee DD's atm.
    (1)

  9. #39
    Player
    Snowy_Mist's Avatar
    Join Date
    Sep 2015
    Posts
    20
    Character
    Snowy Mist
    World
    Tonberry
    Main Class
    Warrior Lv 60
    Quote Originally Posted by Synestra View Post
    But then again tanks are already trying to avoid excess VIT aswell so this would kinda go waste, tbh the way tanking works in this game could use total overhaul imo(add more migitation stats, make HP matter more etc..)as tanks are kinda wannabe melee DD's atm.
    It'll also means if you have parry left side pieces you can end up losing that one penta or one vit accessory to stack one more str one.

    If anything its just a suggestion to make parry pieces tanks get less hated.
    (0)

  10. #40
    Player
    pandabearcat's Avatar
    Join Date
    Sep 2013
    Posts
    1,517
    Character
    Alizebeth Bequin
    World
    Brynhildr
    Main Class
    Dancer Lv 90
    Parry needs to be 100% damage reduction.

    Autoattacks need to be significant contributions to total incoming damage, and need to be more frequent.

    The current meta is that autoattacks do nothing and the only major damage is boss/mob abilities, which can be avoided with cooldowns. Because of this planned damage, healers also have their own plan of how to heal them up - thus any mitigation during this is pointless and leads to overhealing.

    More autoattacks and a higher threshold for incoming damage will make tank stance and parry much more useful.
    (0)

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