sigh...
You mean people played to the meta that the game created?!?! GASP!
This drivel is ridiculous. Why can't people understand that SE has just changed a portion of a job that many played for various reasons and that a percentage of that group will be upset at the difference. It's inevitable and not really unwarranted. Things change in MMO's and people adapt, but when you change how a job base functions for a group then there is bound to be backlash, even if you do or do not agree with the change.
The fact of the matter is that indeed I'm not at all happy with the change. However, I will change and adapt to the situation. The meta has changed, and now more than ever good DPS are gonna be even more important to a raid group than ever before. DPS who are willing to push the boundaries of play will be needed, before that was needed of tanks. So, those of us that play jobs that push the boundaries of what can and can't be done, and thus not constrained to a label of role, will be pushing into other jobs for everyone's benefit. Maybe instead of being antagonistic all the time about how the meta made everyone who was in tank stance sporting vit gear before the patch in four mans correct. You could be offering alternatives to the styles of play that pushed STR tanks into being such a trend.
we get thrown into these situations because it's not supposed to tickle when you hit someone with an axe the size of a damn car door. shields weren't just used to deflect blows or arrows.I played wow for years as well, found horrors in all 3 of the roles. Bad players are going to be bad, would you be happy if healers or dps got huge general buff in dps to compensate or are you just mad that you aren\\\\'t as the tank? How about all dps classes get double damage just in case? Why should 1 tank job be the lone crutch?
and dps are the absolute worst because really, there is so much that you, as DPS players do to change how a group succeeds. The better you do your job, the easier everyone's job is. This applies to healers and tanks as well, but not not nearly as much.
If our party was a car, the tanks would be the body and the steering wheel. The healers are the wheels and suspension the vehicle sits on. Your best DPS are the driver, the mirrors, turbocharged engine, the bad ass mufflers, the heated leather seats, the awesome stereo and convertible top.
But together, the rest of them make the million mile long highways this beast roars down the road on.
Do you want to be a smooth, freshly painted highway? Or do you want to be a highway loaded up with potholes that'll bust tires, wreck cars, possibly get people killed - not to mention lined up with tons of toll booths as a tax on visitors passing through?
We all have a responsibility. But as a DPS, you are more responsible for performance than any other role in the game. Yet, it is a role mainly dominated by slackers.
Last edited by Delorean; 02-24-2016 at 10:27 AM.
Your statement tells me that you are new to modern mmos. in mmos ALL jobs should try to put out as much dps as they can yes.that means you healers as well.
It feels even worse in PVP. I'm thinking they didn't consider the PVP ramifications when they pushed this change for PVE purposes... my fell cleave does nothing in pvp now... NOTHING! I know I'm a casual, but getting some big numbers with fell cleave was the highlight of pvp for me... I just don't feel effective... Are they gonna do something about this? especially for pvp?
I highly doubt it.
In an angry mob-fest like Seize, this kind of nerf is extra painful, but, at the moment, SE is not considering Seize as their standard for PvP. The upcoming Feast is geared to be a team focused game mode, in which actually working as a team will be the deciding factor for victory. That means having a balanced team composition with players who know how to work with one another in a tactical fashion. This is doubly the case for ranked league fights, in which PvP elites will be queuing up against one another. The Tank dmg nerf only plays into this style of game mode, because it restricts the possibility of one player solo'ing an entire team. With a universal dmg nerf, Pld's and Drk's have an even utility chance against Wars when queuing for Feast (with Pld's making up for their bullsh*t dmg with team utility such as DV, Testudo, etc). If the Dmg was not nerfed, then the tank slot would only ever be filled with Wars, since they had such an overwhelming advantage.
I'd argue warrior's top competitive PvP utility was burst damage itself. Aside from thrill of war, warrior doesn't bring much utility to the table; not much a dark knight or pld couldn't already do, or do better.With a universal dmg nerf, Pld's and Drk's have an even utility chance against Wars when queuing for Feast (with Pld's making up for their bullsh*t dmg with team utility such as DV, Testudo, etc). If the Dmg was not nerfed, then the tank slot would only ever be filled with Wars, since they had such an overwhelming advantage.
You could say holmgang is useful, but holmgang is easily purified(purify is 90s traited while holmgang is 180s) or negated by a bard's wardens/drg jumped, leaving the warrior in root only to tomahawk. Holmgang also wasn't even designed to be that type of cooldown, it's a defensive cooldown like hallowed or living dead preventing them from dying.
Mythril tempest is crowd control that can definitely be useful for getting people off healers or interrupting lbs, but lacks in comparison to a traited tarpit and carnal chill or glory slashes/shield bashes
Last edited by MinhSa; 02-24-2016 at 03:00 PM.
If there was no class restrictions/requirement that there be a tank, I don't know if most teams would even take a tank along for Feast. The tank pvp abilities are nice, but their cooldowns are way too long. With the damage nerf, I just don't feel useful as a warrior in a pvp situation. I don't feel effective - like I'm even contributing anything meaningful. What's worse is that tanks are easily cced with only purify as a counter. Most of the time we're stuck chasing after things. I wish the warrior and pally could have a gap closer or slow like the dark knight. It would make playing them a lot more fun. At least I could catch up to things and stun them.
There's many times where I get hit by bind, purify it, only to be slept for like 10 secs and there's nothing I can do. Want to chase down someone? The only option is sprint and hopefully stun or holmgang.
I mean these problems existed before, but the damage output made these shortcomings bearable - at least to a filthy casual like me it did. Now, I just don't even know why I'm even trying. Hit thrill of war to help protect my party from burst, or limit break... then contribute absolutely nothing until those long cooldown abilities are ready again... = (
Can we get additional pvp utility? reduction on the cooldown of our tank-class specific pvp abilities or more mobility? It's just not fun playing as a tank as it is... am I the only one who feels this way?
I think lowering tank PvP damage was completely intended since "[2.0][3.0] Damage bonuses for tanks have been reduced in PvP encounters." was in the patch notes.It feels even worse in PVP. I'm thinking they didn't consider the PVP ramifications when they pushed this change for PVE purposes... my fell cleave does nothing in pvp now... NOTHING! I know I'm a casual, but getting some big numbers with fell cleave was the highlight of pvp for me... I just don't feel effective... Are they gonna do something about this? especially for pvp?
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