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  1. #41
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Launched View Post
    Changing the tanks by giving them all the same abilities is one of the worst and most boring ways they could fix balance.
    When balance is on the line, "boring" is a moot term that should not be used.

    As I've said in the past, diverse mechanics and gameplay are one thing. Being different for its own sake is another. You can have diverse mechanics while ensuring the results are universal, as opposed to decisions that lead to the shitshow we had when Heavensward launched.
    (4)
    * 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)

  2. #42
    Player Brian_'s Avatar
    Join Date
    Jun 2015
    Posts
    710
    Character
    Graylle Celestia
    World
    Tonberry
    Main Class
    Warrior Lv 70
    I'd rather play a fun game that's slightly imbalanced than force myself to play a boring game that's balanced.

    And again, people are vastly overstating how bad PLD and DRK are. They are both extremely important during early progression. The only thing that is a problem is PLD and DRK pairings. Again, some comps in this game just don't work well for early progression. You wouldn't bring a WHM / AST pairing either. You wouldn't bring a MCH over a BRD in a double caster comp or a BRD over a MCH in a double melee comp. You ideally don't want to pair MNK and DRK and don't want a MNK / DRG melee DPS pairing.

    Quote Originally Posted by IndigoHawk View Post
    Warriors have no real disadvantage, so yeah, they could use more nerfs or the other tanks could use some buffs.

    Paladin is my preferred tank, but I barely use it anymore. It doesn't bring much except a bit of utility in crisis situations that shouldn't happen, like keeping the last healer alive with Clemency and using Hallowed Ground to buy some extra time or eat a mechanic solo. It's got a pile of CDs that are all basically the same idea and not much better than Inner Beast. Divine Veil is worthless except to see people's health move a little less on an aoe that they were going to be healed for anyway.

    Warrior is the best right now both for real tanking and for "meh don't need a tank, just dps" tanking. There needs to be better balance so that it's more about preference instead of warriors just being better. They definitely weren't nerfed too far and could use some more tweaking. Before warriors were reaching the point where they didn't even need healers. It was ridiculous.
    I seriously don't get why people post stuff like this. No relevant experience. Tons of just incorrect opinions. Pure garbage post content.
    (3)
    Last edited by Brian_; 09-01-2016 at 02:08 PM.

  3. #43
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Brian_ View Post
    I'd rather play a fun game that's slightly imbalanced than force myself to play a boring game that's balanced.
    It's only fun until you're the one that gets excluded or earns a bad rap solely from picking the "wrong" class. Or problems as a result of the imbalance start rearing their ugly heads. I've seen both happen, and trust me when I say it's not a good thing in the long run.
    (4)
    Last edited by Duelle; 09-01-2016 at 02:41 PM.
    * 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)

  4. #44
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by DGladius View Post
    Isn't this how warriors are in final fantasy in general, they are to fight on the front-lines taking damage and dealing big damage back.
    In most games, Warriors are just heavy armored DPS. They have nothing that can be tied to really "tanking", i.e, redirecting attacks on them.
    Besides, the "counter" mechanic is a staple of MNK, yet Vengeance is the closest ability we have to it...on WAR.

    On the other side, the staple ability of PLD is Cover, a real tanking skill. And, when PLD was made a full fledged tank in FF XI, Curing was a big part of generating enmity and surviving, needing less healing support. In this game, it's completely backwards. WAR can have the most DPS of all three tanks, but he should be the one that needed healers the most.

    Quote Originally Posted by Brian_ View Post
    In the hardest fights in this game during progression, both DRK and PLD are extremely valuable and running a double WAR comp is probably strictly worse despite what this topic would have you believe.
    We never said that double WAR is better. We only said than PLD+DRK is worse than PLD+WAR or DRK+WAR, because WAR's prowess either as "MT" or "OT" is just too valuable.

    Quote Originally Posted by Brian_ View Post
    I'd rather play a fun game that's slightly imbalanced than force myself to play a boring game that's balanced.
    Of course it's not boring when you main the job that always finds a spot in every setup.
    (1)

  5. #45
    Player
    FallenWings's Avatar
    Join Date
    Nov 2013
    Posts
    520
    Character
    Xyasreau Borlaaq
    World
    Tonberry
    Main Class
    Warrior Lv 80
    pls nerf stormz path so i ams not requirdededz to use it. :3
    (0)

  6. #46
    Player Brian_'s Avatar
    Join Date
    Jun 2015
    Posts
    710
    Character
    Graylle Celestia
    World
    Tonberry
    Main Class
    Warrior Lv 70
    Quote Originally Posted by Duelle View Post
    It's only fun until you're the one that gets excluded or earns a bad rap solely from picking the "wrong" class. Or problems as a result of the imbalance start rearing their ugly heads. I've seen both happen, and trust me when I say it's not a good thing in the long run.
    I went into 3.0 as a PLD. I switched to WAR when I joined my current static. You don't need to tell me about this.

    But, that's also been completely irrelevant outside of early A4S progression. Literally one fight that was obviously and heavily skewed in DRK's favor. You aren't going to get denied a spot in a static as a PLD or DRK because of job balance anymore. They are just as needed in a raid comp as a WAR is.

    Again, people in this topic are vastly overstating how bad PLD and DRK are.

    Quote Originally Posted by Reynhart View Post
    We never said that double WAR is better. We only said than PLD+DRK is worse than PLD+WAR or DRK+WAR, because WAR's prowess either as "MT" or "OT" is just too valuable.
    I said this topic. And, in this topic, people are painting the picture that WAR is some god of tanking while PLDs and DRKs are peasants groveling in shame. Numerous times people have said WARs have no weaknesses, no drawbacks, no flaws. Naturally double WAR comps would be better, then? Oh, wait. They aren't. PLDs and DRKs are better than WARs in ways that also guarantee them a raid comp spot.
    (2)
    Last edited by Brian_; 09-01-2016 at 03:40 PM.

  7. #47
    Player
    Starkbeaumont's Avatar
    Join Date
    Aug 2011
    Location
    Ul'dah
    Posts
    758
    Character
    Raegen Beaumont
    World
    Spriggan
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Reynhart View Post
    What could be done is to have Slashing debuff, Physical Raidwide mitigation and Magical Raidwide mitigation, and you give each tank only two of them.
    • PLD, Physical/Magical Mitigation
    • WAR, Slashing debuff, Physical Mitigaiton
    • DRK Slashing debuff, Magical Mitigation
    So, for each pair of tanks, you always have those 3 effects available. But it means nerfing Storm's Path.
    Quote Originally Posted by Launched View Post
    Changing the tanks by giving them all the same abilities is one of the worst and most boring ways they could fix balance.
    not really, it's actually the only real way to truely balance things. it's not like anything in the rotation would change (for the most part).
    Reynhart's suggestion is quite good. i would even take it further and give all of them the slashing debuff and all of them the storm's path debuff (or take away the slashing debuff from all the tanks and have it only be appliable by NIN), while taking away str and int down.
    you still keep int down on dragon kick and then slap str down on another dps (thunder III?)


    Quote Originally Posted by Brian_ View Post
    Again, people in this topic are vastly overstating how bad PLD and DRK are.
    This as well. While war + anything is the better combination atm, neither pld nor drk are bad tanks. usually ppl that exaggerate only do content where the slightly edge of one tank over the other doesn't mean anything.
    (0)
    Last edited by Starkbeaumont; 09-01-2016 at 03:37 PM.

  8. #48
    Player
    ADVSS's Avatar
    Join Date
    Mar 2016
    Posts
    2,397
    Character
    Advent Shadowsoul
    World
    Zalera
    Main Class
    Dark Knight Lv 80
    how far is the overstatement though? I dont think theyre awful or broken, but theyre not gonna negate tank stance penalties, pop a 50% attack power increase and heal for double in an instant,either. clemency<equlibrium
    (1)
    Last edited by ADVSS; 09-01-2016 at 03:35 PM.

  9. #49
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    Quote Originally Posted by Brian_ View Post
    Again, people in this topic are vastly overstating how bad PLD and DRK are.
    Especially DRK tbh. Great utility, great damage, great mitigation. Dunno why people think that job has "trade-offs".
    (1)

  10. #50
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Brian_ View Post
    I said this topic. And, in this topic, people are painting the picture that WAR is some god of tanking while PLDs and DRKs are peasants groveling in shame. Numerous times people have said WARs have no weaknesses, no drawbacks, no flaws. Naturally double WAR comps would be better, then? Oh, wait. They aren't. PLDs and DRKs are better than WARs in ways that also guarantee them a raid comp spot.
    Great way to put words into people's mouth. You're the only one to make the shortcut that if WAR is better than PLD and DRK, then double WAR has to be the best, only to give the great revelation that it's not. We're fully aware that it's not, thank you.

    And no, PLD and DRK don't have a guaranteed spot in any compo. PLD or DRK have. Big difference.
    Quote Originally Posted by SpookyGhost View Post
    Especially DRK tbh. Great utility, great damage, great mitigation. Dunno why people think that job has "trade-offs".
    Actually, DRK is probably the worst designed tank. It has skills that purposely hinders other skills, like a powerful Blind AoE or an Evasion Boost, when it's main skill to refill MPs requires to get hit. It's enmity combo is also the worst since it's the lowest damage combo and has no additionnal effect on top of that.

    But, hey, it's fun to play.
    (3)
    Last edited by Reynhart; 09-01-2016 at 04:10 PM.

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