SE can only blame themselves for it. str gear provides more enmity than vit gear and thanks to dps checks, many groups want their tanks to do a certain amount of dps to get past dps checks. the overmelded accessories is so tanks can meet that dps/enmity need and have the hp for the big hits.
SE needs to change several things to actually make this work
this is very true, SE actually needs to redo enmity generation across the board on all the skills or the damage output, or pld will continue having these issues, especially since it doesnt get tank stance till 40. and late in the game too, they have some issues.
Last edited by warren-ragnarok; 10-26-2015 at 10:45 PM.
I imagine that both stats will affect the formula. Although making VIT the primary contributor to tank damage would be an interesting way to slightly nerf some of WAR's self heals without touching class potencies.
Also, could they be looking at STR for damage and VIT to affect the enmity multiplier in the formula?
That's an interesting thought. It probably wouldn't change much outside of other changes (like lowering enmity modifiers to some degree, so that VIT is necessary to maintain enough enmity), but it's the sort of thing we might see someday down the road.
But yes, I think it's most likely that both stats will affect the formula to some degree, since there's already STR on left-side gear and I don't see them removing it. Tanks in full fending (which is the intended model) have more VIT than STR, so I'd assume VIT would have a higher weight than STR in the formula. We might see adjustments to the VIT to HP ratio as part of this, too.
I don't think we'll see any nerfs overall since they know those turn people away. We're more likely to see the relative damage stay about the same with somewhat higher HP totals, which would come out to a net buff (and then they'll tune the encounters around a new baseline--probably another reason they're waiting for a new raid tier to change things).
I really hope it's not just make VIT also do damage. Stats are linear enough already. There is hardly any sort of customization in the game. You can't express yourself in your playstyle. I love how tank is right now and wish they'd do the same for other jobs, where you have more than one stat that really means something.
Yea, I'm a huge fan of going into a new raid tier and not being able to roll Need on the loot that I need to do my job. That on top of sacrificing what I really want to do, which is Tank. But you kinda have something going there... If they make every job as equally undesirable as Paladin, then we end up with a pretty even playing field even if I would expect then that people don't play.
/endsarcasm
I heard they are going to make it so that when you are 100% HP you do 420% more damage, but as you lose health your dps scales down astronomically, so say you was at 50% HP your combo potency goes down by 50% and you lose your 420% damage bonus
Kiss healer dps 100% goodbye.
I honestly think, now, that the devs should punt on the issue by making it a non-issue: Just make tank damage scale on vit.
It's clear that some tanks HATE the focus on DPS while some love it and there's little way to reconcile this without disappointing the other group.
Going to vit scaling for tanks would normalize tanking to how every other job functions. New fending accessories would always be a primary damage stat upgrade. Tank DPS doesn't get hit by a nerf but tanky people get to watch their HP climb w/o the pressure to sacrifice it for damage.
That would be the simplest and likely ideal solution, perhaps with a small coefficient to reduce tank dps from having some 1100 "damage stat", like 0.9-0.95 or so.I honestly think, now, that the devs should punt on the issue by making it a non-issue: Just make tank damage scale on vit.
It's clear that some tanks HATE the focus on DPS while some love it and there's little way to reconcile this without disappointing the other group.
Going to vit scaling for tanks would normalize tanking to how every other job functions. New fending accessories would always be a primary damage stat upgrade. Tank DPS doesn't get hit by a nerf but tanky people get to watch their HP climb w/o the pressure to sacrifice it for damage.
My concern is that BECAUSE this is the simplest and most logical solution, SE will decide to "innovate" and come up with something less... desirable.
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