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  1. #131
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by thunderbreak View Post
    Ask people who play final fantasy record keeper why they need to use weapon breakdown/magic breakdown on 100+ difficulty contents
    Different game, buddy.

    Maybe we should ask Diablo hard core players why their dps classes still focus on gearing up for defense.

    Hurr durr durr
    (0)

  2. #132
    Player
    AI_wass's Avatar
    Join Date
    Aug 2015
    Posts
    80
    Character
    Ire Works
    World
    Balmung
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by thunderbreak View Post
    Is this a trick question? By your definition a more variety rotation is no more interesting than a less variety rotation?
    Forcing tanks to stay in stance, or forcing tanks to use one combo over another more often doesn't make the job any more or less interesting.

    You want to force tanks to actually tank instead of dealing damage, that's well and fine. How do you do that in a way that actually demands more effort from the player, over the current system? I still have to hit cooldowns and drop down into Grit for Hypercompressed Plasmas or Holy Bladedances, hit DD/Awareness/Foresight/whatever to make up for damage taken out of Grit, judge whether or not my healer can handle me taking that additional damage, judge if I can make up for that GCD's worth of lost potency when I go back into stance to survive an attack. You'd rather I just sit in Grit the entire fight and have that aspect of tanking taken away from me entirely?
    (2)

  3. #133
    Player
    fm_fenrir's Avatar
    Join Date
    Jun 2015
    Posts
    255
    Character
    Makasita Fenrir
    World
    Balmung
    Main Class
    Dragoon Lv 60
    Quote Originally Posted by SpookyGhost View Post
    What's truly missing from the current raids are hard hitting autos, cleaves that need to be mitigated, and tank busters that actually require tank stance. Currently everything hits like feathers and despite tanking being the easiest job in the game in 2.0, it's even easier in 3.0.
    This would put PLD in an even worse position than it currently is. PLD's pretty comparable to DRK in SwO, but it's about 20% less DPS in ShO than a Grit DRK; forcing PLD to fulltime ShO without changing anything else about the class would just push it even further into trash-tier. If SE eliminated tank DPS contributions to the calculated DPS checks, they'd also push the content in favor of WAR/DRK because they can get content on farm faster by helping the raid beat the check faster (while staying in tank stance).
    (1)
    #gitgud

    Ongoing mission: Tank everything on DRG. On purpose.

  4. #134
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    Quote Originally Posted by fm_fenrir View Post
    This would put PLD in an even worse position than it currently is. PLD's pretty comparable to DRK in SwO, but it's about 20% less DPS in ShO than a Grit DRK; forcing PLD to fulltime ShO without changing anything else about the class would just push it even further into trash-tier.
    I thought it was generally assumed that PLD should get buffs to it's ShO DPS. :V So, yes, if they were to actually increase damage on the tanks they would also need to buff PLD's ShO DPS but they kinda need that regardless.
    (0)

  5. #135
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,865
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by SpookyGhost View Post
    I thought it was generally assumed that PLD should get buffs to its ShO DPS. :V So, yes, if they were to actually increase damage on the tanks they would also need to buff PLD's ShO DPS but they kinda need that regardless.
    I feel like even if they increased Rage of Halone's enmity and potency, PLD would still be sitting about 9% behind Defiance WAR. ShO could reduce damage only from weaponskills to close that gap, almost exactly, but then WAR would probably need something in return (likely Defiance affecting ability-based healing; their own personal heals reduced proportionately to compensate).

    @fm_Fenrir's signature: By now I've tanked the majority of level 50 and all the 60 dungeons on DRG at one time or another (from the start all the way through, after first boss, or for all but last boss). Have tanked Titan HM back at 50 with another DRG, but that's it for my DRG-tanked raids, sadly. Sometimes I really wish Elusive Jump didn't drop enmity... Best of luck in your goon-tank efforts.
    (0)

  6. #136
    Player
    thunderbreak's Avatar
    Join Date
    Nov 2013
    Posts
    512
    Character
    Mini Boss
    World
    Ultros
    Main Class
    Lancer Lv 60
    Quote Originally Posted by SpookyGhost View Post
    I think Launched's point is that requiring 100% SP uptime doesn't actually change much besides lowering WAR's DPS a bit. This used to be a thing when bosses would actually hit hard relative to our eHP (ie SCoB Savage, T9, T12, T13) but keeping 100% SP uptime in itself wasn't really a challenge. What's truly missing from the current raids are hard hitting autos, cleaves that need to be mitigated, and tank busters that actually require tank stance. Currently everything hits like feathers and despite tanking being the easiest job in the game in 2.0, it's even easier in 3.0. I do hope that SE realized this from the progression in current Alex Savage and will be making adjustments to the next one.
    I'm sure they will. I'm just curious what the dev's team envision the ideal tank is, and what is an ideal tank suppose to play like. Because it's pretty chaotic right now. Guess we'll find out when training gets introduced.

    Quote Originally Posted by Kabooa View Post
    Different game, buddy.

    Maybe we should ask Diablo hard core players why their dps classes still focus on gearing up for defense.

    Hurr durr durr
    Why not? A game borrowing a mechanic from another game or genre is stupid?

    Quote Originally Posted by AI_wass View Post
    Forcing tanks to stay in stance, or forcing tanks to use one combo over another more often doesn't make the job any more or less interesting.

    You want to force tanks to actually tank instead of dealing damage, that's well and fine. How do you do that in a way that actually demands more effort from the player, over the current system? I still have to hit cooldowns and drop down into Grit for Hypercompressed Plasmas or Holy Bladedances, hit DD/Awareness/Foresight/whatever to make up for damage taken out of Grit, judge whether or not my healer can handle me taking that additional damage, judge if I can make up for that GCD's worth of lost potency when I go back into stance to survive an attack. You'd rather I just sit in Grit the entire fight and have that aspect of tanking taken away from me entirely?
    I hope you realized we are talking about rotation, not stance, and by that extension you just wrote a whole post supporting my statement.
    (0)

  7. #137
    Player
    AI_wass's Avatar
    Join Date
    Aug 2015
    Posts
    80
    Character
    Ire Works
    World
    Balmung
    Main Class
    Dark Knight Lv 60
    Your statement, that tanks should be eating more damage because supposedly that enhances the skill requirement and interactivity of tanks over the present situation? My whole post is asking you why you think that's so. Current encounter design, for the most part, encourages tanks and healers to form their own specific strategies for balancing damage and survivability. I don't see how forcing the decision by drastically increasing damage dealt by bosses enhances interactivity and individual decision-making.
    (0)

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