Glad my post inspired you to register on forums and post! I simply say get rid of it because all people do is complain about it. but you can take it this way tooThey should just get rid of all the stats and have one called "Tank" that automatically improves your mitigation, health and so on. DPS & Healers could have the same things for their respective stuff.
Actually at that point, we can just collapse that into single stat called "Power" that automatically improves things depending on your role at the time. No need for different classes/roles to have different gear!
Actually at that point, we can just number gear tiers with no need for stats at all! You could just have a single number that rates how good your character is at stuff
Actually at that point, we can just get rid of the gear and have your number go up as you clear content.
The only works when you design a class around that. Blocks themselves aren't that bad currently because of this very reason (PLD mitigation is tuned around them and we have abilities that can manipulate or react to blocks).
You'd need either notable mitigation from parries or the ability to negate an attack with parries. The former would probably benefit WAR and DRK a little too much, the latter would be OPd in the current game.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
I'd argue that 20% is pretty notable - that's the mitigation provided by Rampart, which can make a pretty big difference, when push comes to shove. Ultimately, though, I agree; a chance at 20% mitigation doesn't translate very well to the effectiveness of a stat. If they made it so Parry cut damage by 33-50% instead, though, then it might start feeling a bit better (especially if they gave it a chance of affecting critical strikes, as well). You'd probably have to tweak Dark Dance, Wrath, and Raw Intuition some to accommodate, but this would make Parry a more desirable effect, because you'd be able to feel it more.
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A dungeon party with two summoners always makes me egi.
Beginner's Overview to Tanking in FFXIV: http://forum.square-enix.com/ffxiv/threads/352455
Learn to Play (it's not what you think): http://www.l2pnoob.org/
If people complain about parry it could mean lots of things. One of those things is that it is superfluous. Another of those things it that it might be tuned incorrect and another is that overall content & encounter designer may be overly skewed towards DPS at expensive to other mechanical elements to the game. The only reason parry should be removed is if the reason complaints are coming in is because it really the first of those issues. In general the conversations about it seem to strongly indicate it's the latter two issues. However only SE has the data to really confirm that one way or another.
Negating is a bit high, but a really good mitigation would be good.
And since PLD has Parry and Block, maybe we'll finally see how it's "focused on mitigation".
I know reality has no place in this game, as I said myself on another topic, but when it comes to protection, a shield is far more important than even a body armor.
Parry doesn't need a buff. If it got buffed, the way the game works it'd still be useless. You'd need to redesign content in the game around it to make it worthwhile.
Wouldn't it be nice if we could literally gear ourselves defensively, using secondaries, during progression, and then switch over to det/crit/sks builds for farming? Oh wait...
fyi...Awareness negates critical damage...which also allows for more Parry >.>;
*hides in a corner*
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