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Thread: 3.1 PLD Changes

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  1. #1
    Player
    Fyce's Avatar
    Join Date
    Oct 2013
    Posts
    1,755
    Character
    Fyce Alvey
    World
    Cerberus
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Jpec07 View Post
    Paladin DPS is not the problem--encounters that require extremely high DPS and offer no incentive for a "tanky" tank are.
    This guys gets it.
    It's the tank(and healer) meta which is(are) off, not the PLD job in itself.

    If they want to make PLD be relevant again, they need to shift the meta to make the players think "should we switch to PLD because we need that mitigation?" instead of "should we switch to WAR because we need that DPS to pass the checks?". Well, it's not even a question to ask noadays. Same goes for Fending accessories.

    As it is now, the holy trinity is pretty much broken because DPS is king while mitigation and healing are way below in terms of priority.


    Also, screw you magic damage.
    (2)
    Last edited by Fyce; 11-06-2015 at 02:04 AM.

  2. #2
    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 Fyce View Post
    they need to shift the meta to make the players think "should we switch to PLD because we need that mitigation?" instead of "should we switch to WAR because we need that DPS to pass the checks?".
    That's a terrible thought process, since it leads to people using PLD's mitigation to learn the fight then kick PLD to the curb and replace them with a WAR once they've get the encounter down. Don't believe me? FFXI pretty much saw this where post voidwatch people would use a -DT capped PLD to tank fights they were learning, then kicked the PLD and replaced them with a DPS in -DT gear because that led to faster kills.

    The devs are trying to cling to their flawed ideas on what differentiates the tanks from each other. Unless there's some hidden message on how they're going to nerf DRK and WAR damage (which I highly doubt) or some plan to even out damage contributions from the tanks, this does not bode well.

    PS: Utility is nice, but utility NEVER makes up for missing damage potential. The fact Yoshida even mentioned utility worries me a bit.
    (1)
    Last edited by Duelle; 11-06-2015 at 02:06 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)