Results -9 to 0 of 625

Threaded View

  1. #11
    Player
    Shippuu's Avatar
    Join Date
    Mar 2013
    Posts
    628
    Character
    Shippuu Nammuu
    World
    Balmung
    Main Class
    Marauder Lv 60
    Quote Originally Posted by MagiusNecros View Post
    Furthermore let's play with the idea that RDM could empower their weapons to deal unaspected magic damage and get benefit from Foe's. Imagine a tank being melee but inflicting primarily magic damage...buffing and debuffing ally and enemy with magic abilities or inflicting Magic Vulnerability up.
    I've already broached the issues that come with a tank that deals strictly magic damage. How would the job handle things like the second boss of Void Ark? Where one target becomes immune to magic damage? If you queue in with 3 of said magical tank you've now made them useless against one boss they need to tank. Or how about Turn 4 of binding coil? Where enemies reflect magic damage, you now have a tank that deals no damage to these and instead takes extra damage from them. How do you balance a tank that gets such a strong boost from another job as well? Will it just be weaker than the other tanks without a Bard? Will it be stronger than the other tanks with a bard? If it inflict's magic vuln up than would it be too strong and discourage groups from having physical dps in their makeups? Trickier to balance in the long run.

    Quote Originally Posted by MagiusNecros View Post
    Now in the grand scheme of things I'll ask the inverse of what you asked me. As a DPS or as a Tank what does Samurai hope to offer? Especially knowing that Physical Melee is probably going to be what it does and if Parry and Counters is a likely thing, DRK already has Parry covered. Slashing/Piercing/Blunt damage already exist and SAM will likely be Slashing just like NIN and all 3 Tanks. And if your answer is "whatever the devs throw at us" it doesn't offer an avenue for any interesting discussion. Generally it just degenerates into I prefer this job because reasons over yours because even more reasons.
    How, pray tell, does DRK have parry "covered"? With it's measly single parry cooldown that isn't even as good as WAR's parry cooldown? Absolutely tired of hearing people say DRK is some kind of parry tank when it only has one crappy 30% parry increase when WARs sit there with a 100% parry increase cooldown. The logic of it as well, that's like saying they shouldn't have added DRK because it has cooldowns that flat reduce the incoming damage it takes.
    Samurai has a wide breadth of abilities across the history of FF games, and can provide plenty of different things. The magical attacks you want Red Mage to have? Well Samurai have history with plenty of those, such as FF Tactic's Samurai which dealt all manner of magical attacks summoning spirits from their swords.

    Or how about countering/parrying magical abilities? Such as Swordmasters from Bravely Default
    Quote Originally Posted by Bravely Default
    Before Swine - Halve the damage you sustain if hit by a magic attack during the turn this ability is used and counterattack with three times the damage of a conventional attack. Does not apply to reflected magic damage.
    Or some of SAM's skills from Final Fantasy Explorers
    Quote Originally Posted by Final Fantasy Explorers
    Sword Spirit - Draw out a katana's potential. Adds an ailment to your attacks unique to each weapon and ensures your next hit is a critical.
    Curtain - Deliver a fierce slash that also creates a barrier capable of nullifying attacks.
    Elemental abilities AND abilities that create barriers on themselves? Haven't people been asking for a tank that defends itself with barriers? I'll be...

    Quote Originally Posted by MagiusNecros View Post
    And I get people are selfish. I mean it isn't like you have a vendetta to push for Samurai much like I want to push for Red Mage.
    Except I keep my discussions in threads specifically discussing Samurai.

    Quote Originally Posted by MagiusNecros View Post
    I would rather have a unique concept and playstyle over what fits the role in the trinity "easier".
    That's on you for being unable to see unique concepts and playstyles while still fitting within the archetype established by this game's idea of tanks.

    Quote Originally Posted by MagiusNecros View Post
    And the buckets of content of what I've seen amount to a mere 3/4 ounce cup of water with a failure that is Diadem, 2-4 dungeons with very little if any mechanics and raids that are either burn mobs/bosses or play jumprope scripted trial fights entirely reliant on positioning half the time. And hey I understand they are working with a budget and I believe a meager one at that but to call it "buckets" of content is a pretty bold claim.
    That's entirely you're opinion then. Go to other MMO's that only update every 12-18 months then. SE is still reliably delivering content patches with more content then pretty much any other competitor is delivering, in a highly polished state no-less. Diadem was an example of them trying to introduce new content and it failed, a perfect example that even if they work hard to make something new it's not guaranteed to succeed. A fitting analogue to our discussion about taking a risk to try something new versus sticking to something more tried and true.
    (5)
    Last edited by Shippuu; 05-11-2016 at 02:07 PM.