They didn't REMOVE DRGs positionals, they ADJUSTED them.





They didn't REMOVE DRGs positionals, they ADJUSTED them.


Having the attack power of a STR tank with the HP of a VIT tank is gonna make tanking a bit easier, moving forward. This also might result in future content having a bit more HP and hit a bit harder, since they likely based raid difficulty on DPS from DPS jobs and enmity combo rotations from tanks in full vit, which will now be on average higher.


As for DRG positionals, I think you used to need to hit Heavy Thrust from the flank in order to receive the +damage buff, now you get the +damage regardless of direction, but now potency depends on flank.





And if you missed it cuz a boss turned, there goes your deeps, same with impulse drive.
So if you had a tank who liked to spin mobs or the bosses tended to turn to attack another player, you couldn't get off a combo, or get your damage buff.
It was an awful system
Last edited by Valkyrie_Lenneth; 02-01-2016 at 05:45 AM.
Some skills had positionals completely removed (e.g. impulse drive) whereas some others had positionals removed from buff requirements (e.g. heavy thrust). Every changed was a positional requirement being removed from something.
The current tier was designed with tanks in full vit. It was the playerbase that did the opposite (which is why they had to make the change so that they can continue with the trend. I don't know if you are aware of software design process but back at 3.0 launch, there were branches for both 3.1 and 3.2 in development, meaning they were already designing the next tier before (a month in 3.0) the first tier was released and meta took over. They cannot simply start 3.3 development after collecting data from 3.2 because that doesn't leave time for anything like testing and bug fixes (how do you allocate time for unexpected problems?). This was a correction that was put into development after collecting months of data from 3.0 and they noticed that meta did not follow plans and it was probably an issue since they were already designing the next tier. By now, I'm sure there are branches for 3.2 (obviously), 3.3 and 4.0.Having the attack power of a STR tank with the HP of a VIT tank is gonna make tanking a bit easier, moving forward. This also might result in future content having a bit more HP and hit a bit harder, since they likely based raid difficulty on DPS from DPS jobs and enmity combo rotations from tanks in full vit, which will now be on average higher.





The Positional from Impulse drive was moved to chaos thrust.
Drg still has 2 positionals from pre heavensward skills, they just no longer make it impossible to do your rotation if you miss due to circumstances you cant control.
No other class had penalties like that. Monk could still combo if they didnt hit their positionals.
Its funny how you say I have no idea about balance, and hint I don't know the meta and such. Guess I've just been facerolling my keyboard raiding all this time. As for yourself, hiding achievements says something about a person. Also, your glamour makes my eyes hurt.
Ninjas had very little problems with mechanics back then, compared to the other melee, since they had no positionals. They also did really good DPS (think it was better than DRG for a time). Yet...people brought double MNK, who have a hellish time with mechanics (Twelve help them if they lose stacks, or even if the boss turns at the wrong time). People also realized just how good NIN were very quickly, otherwise they wouldn't have been "fixed" so fast.
Another thing to think about; back in 2.4 when DRG was buffed, many thought they overbuffed the job (including myself, and several good DRG I know). No one was going to complain, but the thoughts were still there.
Last edited by PArcher; 02-01-2016 at 06:05 AM.
Also to remember, Impulse Drive was removed as a cross-class. So many salty MNK from that.The Positional from Impulse drive was moved to chaos thrust.
Drg still has 2 positionals from pre heavensward skills, they just no longer make it impossible to do your rotation if you miss due to circumstances you cant control.
No other class had penalties like that. Monk could still combo if they didnt hit their positionals.

Sure we still have an excuse. I chose to play a healer because I didn't want to dps. Therefore I won't dps on my healer unless I feel like it and everyone will have to deal with it or kick me and hope they get another competent healer who can at least keep them alive.I'll take great pleasure in knowing that I can instantly queue for another duty after being kicked while the people who kicked me are stuck waiting for another healer to jip.
My argument for healers not dpsing --> It promotes lazy dps for one, they see the healer dpsing and think "Oh look I can slack off more cause the healer is gonna pick it up anyway!" For two I am a firm believer that the ONLY reason healers originally got dps abilities is because they could not progress through the MSQ without them. The devs obviously had to give healers some way to do damage so they could progress and level up in solo content. Duties were never originally designed with healer dps in mind at all. It was the players who adopted and started enforcing that meta and the devs began to conform to player desires in HW by making content with higher dps checks that healers would be expected to help bridge. Ironically they got masses of people complaining that the dps checks in Alexander Savage were too tight.
Last edited by TheUltimateSeph; 02-01-2016 at 06:50 AM.
You're not a competent healer if you don't contribute during down time.
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I'll take great pleasure in knowing that I can instantly queue for another duty after being kicked while the people who kicked me are stuck waiting for another healer to jip.


