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  1. #331
    Player
    FinalWolf's Avatar
    Join Date
    Apr 2015
    Posts
    401
    Character
    Rex Inferorum
    World
    Malboro
    Main Class
    Warrior Lv 70
    Did they mention reworking parry?
    (0)

  2. #332
    Player
    AeliaBlitz's Avatar
    Join Date
    Feb 2016
    Posts
    30
    Character
    Aelia Blitz
    World
    Exodus
    Main Class
    Miner Lv 70
    Quote Originally Posted by Instrumentality View Post

    Edit: In other words, unless they are completely straight up lying, strength will be non-viable.
    I'm gonna go with that because I obviously haven't seen the sources your refering to. But I think It's got to be more complicated then just a straight up stat swap because that puts tanks in a very unique and possibly game-bending (short of saying game-breaking) situation.

    Tanks will then become the only class to receive a DIRECT buff to their raw attack power from food items? It it's really like what you describe (and I'm not saying it's not, i'm just saying I still skeptical), an almond cream croissant would be the exact equivalent of a food that would grant 30 STR points? ...that seems unlikely doesn't it? While all other classes only benefit indirect effects (Spell Speed, Skill Speed, Crit, Det...) tanks would get a DIRECT buff? Now imagine warriors eating Steamed Staves... ? Wouldn't that bend the game even just a little?
    (0)

  3. #333
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    They can just change food to be +HP if they don't want it conflicting with the new change.
    (2)

  4. #334
    Player
    MoonZapdos's Avatar
    Join Date
    Feb 2016
    Posts
    3
    Character
    Rafailleur Sangmarche
    World
    Balmung
    Main Class
    Gunbreaker Lv 90
    I'm happy with this change. It was obvious from the start that the devs intended VIT to be the way to go for tanks. There's a reason you're not allowed to roll Need on accessories which have no VIT on them, tokens merely bypassed this. If they're having VIT give you damage and survivability, what is there to complain about? I cannot see any disadvantage to this other than "muh customization" and let's be honest, character stats were always a poor place for that (seriously, why is the Attribute Point bonus system even there?).

    What I'm really looking forward to is the PLD changes. The lack of damage is mainly what compelled me to go DRK to begin with (and this thread raises some valid concerns about Living Dead, which needs to be reworked in the first place, namely due to how long it actually takes to go off when you activate it).

    It'd be nice if they did something with Parry though. Asides from the inherent benefit DRK get from Parry (uptime on Reprisal), it's a pretty poor stat.
    (4)

  5. #335
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    I'd like to see parry to become a weapon property, the same way that block strength/rate is for shields. It would be much easier to control the stat's growth rate were that the case.
    (4)

  6. #336
    Player
    Arrik's Avatar
    Join Date
    Oct 2013
    Posts
    63
    Character
    Laura Bailey
    World
    Leviathan
    Main Class
    Archer Lv 60
    Quote Originally Posted by Instrumentality View Post
    They also just repeated this a few hours ago in Duty Commenced 10 where they explicitly say strength will be swapped with vitality and that vitality will be the new 'power of tank attacks'.
    Does this mean that VIT will completely be the AP then? The way that Live Letter made it sound both would be a part of the damage calculation, which is really the only thing I don't like about the changes. Just seems like they would be doing that to not go back and change the gear, which I think they should do to differ them more from the DPS gear and make room for tank secondaries, perhaps. Just seems halfassed if they do it that way.

    Quote Originally Posted by Lyth View Post
    I'd like to see parry to become a weapon property, the same way that block strength/rate is for shields. It would be much easier to control the stat's growth rate were that the case.
    I could get behind this as well as the stat option.

    EDIT: The way I imagined it could go down would be to remove STR from the tank gear and put Parry on the left side pieces in it's place. To balance out Parry rates drop the Parry from all right side jewelry. Now Parry is still garbage but it's not part of itemization since it's on all left side pieces and none on right side pieces.
    (0)
    Last edited by Arrik; 02-07-2016 at 01:45 AM. Reason: Watched Duty Commenced

  7. #337
    Player
    Instrumentality's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    413
    Character
    Eureka Evergarden
    World
    Excalibur
    Main Class
    Paladin Lv 70
    Quote Originally Posted by AeliaBlitz View Post
    I'm gonna go with that because I obviously haven't seen the sources your refering to.
    This episode of Duty Commenced posted yesterday.

    They explicitly say they are 'switching from strength'.
    (2)
    My life while tanking is an existential hell from which there is no escape.

  8. #338
    Player
    Lubricious's Avatar
    Join Date
    Feb 2016
    Posts
    3
    Character
    Auctoritas Dominus
    World
    Malboro
    Main Class
    Paladin Lv 60
    Tanks wearing tank gear should be "common sense". I understand this hasn't been the case, and that's because there were clearly design flaws in the stats themselves. If a tank has to choose non-tank gear/stats, not only to min/max, but to avoid being a 'fail' or 'bad' tank, there is an absurd flaw in the system. Otherwise, there's no point to tank gear existing in the first place. So, parry needs a fix also.

    Off-role should be a bonus, not a requirement. Right now, it isn't. Tanks choosing not to be in their defensive gear/stances should be a bonus that is identified, rather than a requirement. When a healer adds to the DPS, that should also be simply a bonus. When it becomes a requirement, it's an indication that game balances are off. Properly tuned content wouldn't allow for a tank to survive out of gear/stance while simultaneously being too much for the DPS classes to handle alone.
    (7)

  9. #339
    Player
    MiniPrinny's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    448
    Character
    Sakura Yukimoto
    World
    Balmung
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by SpookyGhost View Post
    They can just change food to be +HP if they don't want it conflicting with the new change.
    The current best food in the game is +6%/37 VIT. The bare minimum VIT required to meet the 37 cap is 617, which is incredibly low. An i150 tank in unmelded, normal quality white vendor trash with matching accessories would meet that requirement. I don't think they will have to change food.

    Well, let me rephrase, I doubt they will change food if tanks end up with lower AP than the other Jobs. At this point, it would be better for them to just start giving food that has core stats, since the secondary stat gains are so insignificant that only people who are on the cutting edge needs those boosts.
    (0)

  10. #340
    Player
    NovaLevossida's Avatar
    Join Date
    Sep 2013
    Posts
    984
    Character
    Kaiser Sturmwind
    World
    Famfrit
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Kosmos992k View Post
    According to what I found online this afternoon, yes it does, but at a reduced % compared to the regen out of combat.
    I just tested this on my BLM. Convert in combat to lose HP. 12365 max HP = 123 HP passive regen (truncated too, can't round that up for us!). So 1% of your max HP would seem to be your passive regen. With how often cures will push you up to max HP, I don't see an HP difference of something like 3000 (which is 30 passive HP regen) mattering much in the long run.
    (0)

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