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  1. #41
    Player
    Brannigan's Avatar
    Join Date
    Mar 2011
    Posts
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Marxam View Post
    Sorry if I wasn't clear but all 3 tanks are at 10k hp in their respective stances ex, Defiance, Shield Oath, Grit respectively at the time of the tank buster hitting them in the example that I used.
    What you need to specify is that you're talking about current HP, not max. You're saying that if, for example, PLD/DRK stances were off GCD and all three tanks tried to switch just before a tank buster hit, the paladin and dark knight would survive (assuming the server registered it, sup) but the warrior would not because his current HP doesn't go up while paladin and dark knight mitigation applies.

    And to that I say so what? Warrior should have some weaknesses just like paladin and dark knight do.

    Anyway, that Yoshi-P quote is almost certainly referencing pre-rework warrior, which was just weak. Warrior might require a small amount of technical skill more than the other two tanks to completely max out offensively, but defensively it's about the same, just with more flexible options. Let's not kid ourselves here - none of this is rocket surgery and anyone who's actually doing the raids (which is the only place balance like this really matters) is probably capable of picking up any tank and figuring it out within a few hours. Even if warrior required double shoryuken inputs for some of its moves and advanced degrees in MMOlogy it wouldn't excuse imbalance.

    If they really want to balance the tanks then they need to ditch Halone/Path/Delirium entirely and just make them all 10% damage down debuffs that stack with each other (but no doubling down on one). Then you can run WAR/PLD, WAR/DRK, or PLD/DRK without worrying about your healers getting one shot by the next retardedly strong J-Kick or the Living Liquid thing I can't remember. Then the only super imbalance is Reprisal but something could be done about that.

    Oh also they need to make Deployment Tactics not benefit from Defiance/Conva/Mantra. It's too good.
    (0)
    Last edited by Brannigan; 08-23-2016 at 06:24 PM.

  2. #42
    Player
    seekified's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    896
    Character
    Karis Angara
    World
    Cerberus
    Main Class
    Dragoon Lv 80
    As a longtime WAR, this is probably the one thing that feels the most awkward to me when playing DRK. This, combined with the fact that re-activating Grit costs a hefty chunk of MP, makes me stancedance far less than I probably should. But then, I'm not pretending to be a great DRK, either - WAR remains my primary tank.
    (0)

  3. #43
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by Brannigan View Post
    If they really want to balance the tanks then they need to ditch Halone/Path/Delirium entirely and just make them all 10% damage down debuffs that stack with each other (but no doubling down on one). Then you can run WAR/PLD, WAR/DRK, or PLD/DRK without worrying about your healers getting one shot by the next retardedly strong J-Kick or the Living Liquid thing I can't remember. Then the only super imbalance is Reprisal but something could be done about that.

    Oh also they need to make Deployment Tactics not benefit from Defiance/Conva/Mantra. It's too good.
    You'd also have to do something about Divine Veil and Hallowed Ground, which by far are two of the most powerful defensive cooldowns that any tank has access to. While we're at it Sheltron, Dark Mind, and Inner Beast could all stand to be brought into parity. Every tank could benefit from a shield.

    While a certain amount of homogenisation is necessary, I don't think that you need to remove their individual advantages to make them balanced. It's more important to be able to cover individual weaknesses on any given tank with alternate compositions. Delirium/Dragon Kick is easily accessible to every combination of tank (this is how every essential raid debuff should be designed). RoH is PLD exclusive, but doesn't provide as much raid utility as the other tanks' debuffs.

    Divine Veil, Reprisal, and Storm's Path all have their strengths and weaknesses. DV provides the most powerful mitigation advantage, doesn't cost dps to use, and doesn't require a target, but has the lowest uptime by far. Storm's Path is the most available, but costs dps to apply. Reprisal doesn't cost dps to use and has good uptime, but requires a parry proc.
    (0)
    Last edited by Lyth; 08-23-2016 at 07:43 PM.

  4. #44
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Brian_ View Post
    snip
    except i never say tanks do 0 dps, something inposible, lets say 90% of total dps need it by 4 dps, ok its ok, 90% divided by 4 are 22.5% per dps plus whe have 2 tanks in scene, 1 single tank do already the half dps of a normal dps in tank mode so you get 11% there making already the 100%, even if whe take the lowest scenario and say 80% its the same 4 dps doing 20% each and 2 tanks doing 10-15%, if you add healers dps whe have a lot of dps to clear all.

    and yes the conent is pretty easy to do, another think is a lot of players don't play well her jobs, dont follow well the mechanics or they dont want to do midas bcs reasons, you only need to check general disscusion, the rates only show how poor is the aceptation of alexander, whe dont need the masive dps of the war or the extra dps from the healers, bcs i my raid was pld/drk and our healers are focus on heals, call it inefficient if you want, but whe do it.

    anyway i dont say nerf WAR dps, i say the job need balance in he capabilities and thats means nerf something.
    (0)

  5. #45
    Player
    Lambdafish's Avatar
    Join Date
    Feb 2014
    Location
    Ul-Dah
    Posts
    3,927
    Character
    Khuja'to Binbotaj
    World
    Hyperion
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Lyth View Post
    DV provides the most powerful mitigation advantage, doesn't cost dps to use, and doesn't require a target, but has the lowest uptime by far.
    DV also requires a cure, so either the healer has to provide one, or the tank has to waste 3 seconds clemency/curing themselves. The key distinction between these 3 skills that makes SP much better is the fact that it is the only one that can easily be done as an OT (which could be fixed by giving it a bonus if hit from the front, but of all the problems that tank balance has, this is low on the list).
    (0)

  6. #46
    Player
    Launched's Avatar
    Join Date
    Aug 2013
    Posts
    627
    Character
    Rys Sol
    World
    Omega
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Sweetgrass View Post
    "DRK isn't OP so it's the problem, not this blatantly powerful class"
    That is the problem, actually. WAR has a great skillset with a bunch of useful stuff, both for tanking and support. DRK got a copy of PLD's basic skillset with a magic twist, then a bunch of duplicated skills to just increase its own dps. DRK could easily lose 5 skills and gain slightly more potency on its combos to make up for that. Reprisal (procs are a big part of why PLD/DRK have to tank, and DRK already has Delirium for damage reduction), Carve and Spit, Dark Passenger, Abyssal Drain and Plunge (could have gapcloser moved to a DA effect) are pretty much all just used for dps and waste slots. What would go in those slots? I don't know, it would be up to SE to add stuff that would make DRKs feel powerful and useful to a party. PLD could use the same on skills like Cover and Tempered Will (they're too niche) but at least it's on the right path with Clemency and Divine Veil.

    I'm pretty glad I'm not NA.
    (0)

  7. #47
    Player
    Lambdafish's Avatar
    Join Date
    Feb 2014
    Location
    Ul-Dah
    Posts
    3,927
    Character
    Khuja'to Binbotaj
    World
    Hyperion
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Marxam View Post
    Sorry if I wasn't clear but all 3 tanks are at 10k hp in their respective stances ex, Defiance, Shield Oath, Grit respectively at the time of the tank buster hitting them in the example that I used.
    In that case then the WAR has worse gear than the other two tanks... In the exact same gear the WAR would have more health (about equivalent to the 20% damage reduction), or else the healers aren't doing their job properly (even then you have the most self heals of any job).

    Defiance has a 25% HP buff and 20% healing buff, which really is very equivalent to a 20% damage reduction with no healing buff, it just means that HP goes up and down by bigger numbers, the healers don't have to work any harder on tank busters. On top of this, defiance generates wrath stacks which increases parry rate (unimportant but should not be ignored), and gives you access to the unchained skill which negates the damage penalty. Remind me again why ShO is OP in comparison?
    (0)
    Last edited by Lambdafish; 08-24-2016 at 10:23 PM.

  8. #48
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by Lambdafish View Post
    DV also requires a cure, so either the healer has to provide one, or the tank has to waste 3 seconds clemency/curing themselves. The key distinction between these 3 skills that makes SP much better is the fact that it is the only one that can easily be done as an OT (which could be fixed by giving it a bonus if hit from the front, but of all the problems that tank balance has, this is low on the list).
    DV shouldn't be used on a whim. You plan its usage in advance, ideally with your healers. There are a lot of heals that will proc it, including AoE heals and shields. It doesn't really matter if you're MT or not. In fact, it's also the only one of the three skills that can be used in the absence of a target.

    SP is more readily available (at the cost of dps), but if you need a large amount of mitigation for a single big AoE, DV is unsurpassed.

    Quote Originally Posted by Launched View Post
    That is the problem, actually. WAR has a great skillset with a bunch of useful stuff, both for tanking and support. DRK got a copy of PLD's basic skillset with a magic twist, then a bunch of duplicated skills to just increase its own dps. DRK could easily lose 5 skills and gain slightly more potency on its combos to make up for that. Reprisal (procs are a big part of why PLD/DRK have to tank, and DRK already has Delirium for damage reduction), Carve and Spit, Dark Passenger, Abyssal Drain and Plunge (could have gapcloser moved to a DA effect) are pretty much all just used for dps and waste slots. What would go in those slots? I don't know, it would be up to SE to add stuff that would make DRKs feel powerful and useful to a party. PLD could use the same on skills like Cover and Tempered Will (they're too niche) but at least it's on the right path with Clemency and Divine Veil.
    DRK's playstyle is designed to be fast paced. Blood Weapon, and the numerous oGCDs that we get are part of what give the job its style. If you want to play something which only requires you to play with half the APM, then there are already jobs that cater to that, like BLM and WAR.
    (0)
    Last edited by Lyth; 08-23-2016 at 10:40 PM.

  9. #49
    Player
    Launched's Avatar
    Join Date
    Aug 2013
    Posts
    627
    Character
    Rys Sol
    World
    Omega
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Lyth View Post
    DRK's playstyle is designed to be fast paced. Blood Weapon, and the numerous oGCDs that we get are part of what give the job its style. If you want to play something which only requires you to play with half the APM, then there are already jobs that cater to that, like BLM and WAR.
    DRK's playstyle is uninteresting and holding it back from being as well designed as WAR. NIN and MNK are the fast jobs, If SE wanted DRK to be fast they should have done it in a way that doesn't waste so many skill slots.
    (0)

  10. #50
    Player
    Lambdafish's Avatar
    Join Date
    Feb 2014
    Location
    Ul-Dah
    Posts
    3,927
    Character
    Khuja'to Binbotaj
    World
    Hyperion
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Lyth View Post
    DV shouldn't be used on a whim. You plan its usage in advance, ideally with your healers.
    Thats my point, I never said that DV was bad, just not comparable to SP. There are mechanics that it is good for (every single 2H in the game, nidhoggs ahk morn and other stack mechanics etc.), but it is very situational, whereas a WAR can keep SP on the boss at all times. Thinking about it, the comparable skills are really RoH and SP, as they both reduce damage, at the cost of DPS. The difference here is that SP is better than RoH (slightly lower potency for a much better effect).
    (0)
    Last edited by Lambdafish; 08-23-2016 at 10:54 PM.

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