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  1. #10
    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 Kaurie View Post
    ah thanks for your reply. The note on 600-800 was more of a note on good tanks rather than average tanks. I think a good tank should cap near 800 not 1400.
    Good tanks do cap out around 850/900...in tank stance.

    Quote Originally Posted by Kaurie View Post
    I realize off tanks do grab adds in this game, am not sure if that was meant to argue what I said or just reinforce it? That said, I think there needs to be more of that. I'd also like to see some more innovation on mechanics for the off-tank as well as for all roles.
    I think off tanks already have interesting things to do on top of maintaining a high level of damage output in their role.

    Quote Originally Posted by Kaurie View Post
    Healers can do it, tanks would have higher damage, tanks can do it. He said tanks would not be able to do open world content, this counters that.
    This is true.

    But as I said in response, being able to do a thing does not make the thing fun.

    Quote Originally Posted by Kaurie View Post
    I'd like to see traits which fundamentally change how you play. For example, one from Guild Wars II that I really liked was the ability to treat yourself as an illusion as a mesmer. Plenty of skills were based off your number of illusions, and you could have max 3, but with this trait you had 4. Additionally, you had skills were you could make all of your illusions explode, the more you had the more damage it dealt. This meant you could explode yourself to cause damage around you, and you could increase the damage of your illusions. That's the TLDR, hope it was clear as I think I recall you said you never played GW2. A similar trait in this game could be something like, Fester treats Shadowflare as a dot - so you'd get 400 potency vs 300 on that attack if you traited for it. Anyway, no, I'd rather game-changing traits vs flavour traits. I do agree with you that it should be done with caution.
    I've played GW2 to cap on Warrior and Elementalist. The pvp was awful, which is why I quit.

    Also yeah, I dunno about game changing. If that happens caution needs to be extreme because players will make incredibly bad decisions with it if allowed to free form.

    Quote Originally Posted by Kaurie View Post
    I wouldn't say that Ninja's destroy WAR dps at 75% percentile, it a total of 70 DPS higher.
    And as it goes up (to 80th and 90th and 95th, which also fall under the 'good player' category I mentioned) you see ninjas consistently pull away from warriors. From ~70 dps ahead (Which is a huge advantage added to the extra burst raid dps they bring with trick attack) to over 150 dps ahead at higher tiers of play.

    Which is also why I said maybe SE should investigate why ninjas fall off so hard as skill decreases instead of flatly nerfing tank damage?

    Quote Originally Posted by Kaurie View Post
    Oh I see so it's the skill names. Thanks
    They have pretty cool ability names. All of my dark knight skills are boring, like Dark Dance, Dark Arts, Dark Passenger. All very dark.
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    Last edited by Instrumentality; 02-07-2016 at 12:55 PM.
    My life while tanking is an existential hell from which there is no escape.