With that suggestion you've just made every run WAR+DRK unless SE fixes PLD's utility problem, as that would give DRK the ability to have reprisal up in it's rotations of defensive CD's as well as the promised parry.What if DRKs get an oGCD defensive ability like Sheltron that it is a guaranteed Parry on the next attack but let's say... on a 45-sec cooldown?? That will make their damage down debuff more reliable, is it not?
As for PLDs, would it be too much to ask for Fight of Flight to be up 50% of the time. If its cooldown was cut to 60 secs, then it's as good as Maim or Darkside. While Darkside is gated by MP management, and Maim is gated by a combo, I guess ours will be just a click/button pres away since our main selling point is simplicity.
WARs? Do they really need more buffs? I guess I would ask for a longer Inner Beast duration... 5 seconds, for me is too short.
Last edited by Seku; 10-19-2015 at 09:46 AM.
If you check my PLD suggestion, I suggested that FoF cooldown drop to 60 secs, which makes it up for 50% of the time. Half of 30% is 15% which is like Maim and Darkside, no?
No, FoF is basically PLD's version of Berserk or Blood Weapon. PLD does not have a Maim or Darkside, they have a DPS stance and a tank stance that are mutually exclusive.
Really PLD and DRK OT DPS in a vacuum aren't (that) poorly balanced. The problem is that DRK gains potency when they take damage out of Grit from Reprisal and from Blood Price while PLD no longer has that sort of mechanic due to the failure to update Shield Swipe potency with 3.0. You could make Shield Swipe and Reprisal relatively balanced, but I think it would be literally impossible to balance around Blood Price for all situations (either you'll be underpowered if you don't take damage or overpowered if you do).
It used to be:
PLD gains potency from Shield Swipe
WAR gains potency from Vengeance
Now it's:
DRK gains potency from Reprisal and Blood Price
WAR gains potency from Vengeance
PLD loses potency by tanking
WAR's overall DPS is a simpler problem. Tank stances are also badly messed up, but that's not even a problem right now since you don't use them at all.
Last edited by eagledorf; 10-20-2015 at 06:29 AM.
http://bit.do/PLD_A4S
Unless the damage is considerably higher than DRK it's not going to do much (not a math person). You've given DRK a on demand -damage dealt on physical fights and the cool down they would need to allow them to basically skip over of having no CD's for physical tank busters, something that some PLD's struggle with in magical fights at this point in time.
Pld's problems stem beyond just it's damage it also has to deal with it's lack of utility as well. If you increased PLD's damage and hate mods only now you're only getting DRK = magic fights and PLD = physical fights. If you give DRK the cool downs you're mentioning they have better utility and would be able to tank anything. More so if Raid damage continues to be magical damage since DRK also replaces monk until a new DPS is introduced that benefits from blunt resistance down.
Last edited by Seku; 10-20-2015 at 07:20 AM.

The biggest adjustment to DRK would be allowing me to hold my Greatsword properly while I run.

Actually, the animation for running with a big weapon is pretty much accurate. Imagine holding a 75 pound sword. Now imagine running with it. Yes, it's going to look/feel awkward. Ideally, when running, one would put away a greatsword or greataxe.



How are 3 classes with different gameplay and different mechanics while getting the same results (in other words, being actually balanced with each other) "boring"? The other tanks being equal to you in damage/mitigation/utility is a good thing and doesn't affect you much. It's not like your gameplay is going to get changed to match that of the other two tanks. WAR would still keep their Wrath stacks, PLD would still be enmity attacks and defensive cooldowns, and DRK would still heavily rely on Dark Arts.
We're there to take damage, not to do the healer's job for them.Paladin should have the damage they have now with much greater utility. Stronger heals that can support group healing and maybe some interesting buffs.
* 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)
Nothing to do with the topic or game, but most great swords actually only weighed like 4-10 pounds....and normally probably were carried by hand or by wagon or horse ....but it doesn't really matter I love my unrealistic fantasy games with midgets that pop out meteors...sexy cat pixel chicks....and...whatever the new race that is suppose to be with their dried scabs on their faces.
Last edited by Seku; 10-21-2015 at 06:59 AM.
If we're talking about running animations, ACN is pretty awkward as well. Well, all the sprint animations end up pretty bad if you unsheathe your weapon.
http://bit.do/PLD_A4S

Swords the size or proportion of what we have is this game would weigh more than 10 pounds. Some of the swords are as wide as the body of an Elezen. There's no way those swords aren't like 35 pounds. Same with many of the axes in this game.Nothing to do with the topic or game, but most great swords actually only weighed like 4-10 pounds....and normally probably were carried by hand or by wagon or horse ....but it doesn't really matter I love my unrealistic fantasy games with midgets that pop out meteors...sexy cat pixel chicks....and...whatever the new race that is suppose to be with their dried scabs on their faces.
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