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  1. #141
    Player Februs's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    1,927
    Character
    Februs Harrow
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Quote Originally Posted by P4X0R10N View Post
    Or I've been thinking. Just re-classify the pugilists mantra action to a monk action (which makes more sense imo lore wise) and then let the war cross action the shoulder tackle instead of the mantra. This is the most elegant fix as it doesn't screw around with any existing abilities nor does it require the addition of a new ability.
    Giving War shoulder tackle would just make an already unbalanced equation even more so. War would suddenly have access to 3 oGCD stuns on top of having a gap-closer, draw-in, and knock-back. Include their inflated dps numbers, and there would literally be no reason for anyone to use any other Tank in PvP other than War. Adding utility to the Tank role is one thing, but mo job should be made so powerful that it completely outpaces every other job in its field. War already comes close to being the undisputed champion of practically everything, so adding something like this is wholly unnecessary. By comparison, your request to remove the self-bind effect of Holmgang is much more agreeable, though even that is unnecessary.
    (2)

  2. #142
    Player
    P4X0R10N's Avatar
    Join Date
    Jun 2015
    Posts
    394
    Character
    Dugu Qiubai
    World
    Midgardsormr
    Main Class
    Marauder Lv 70
    Draw in has its limitations like we discussed. Knockback is on a what? 2 min timer?

    I don\\'t think access to stuns is gonna be an issue.

    And drks have a pvp slow, gap closer, weapon throw, and now an on demand AOE group bind.
    (0)

  3. #143
    Player
    P4X0R10N's Avatar
    Join Date
    Jun 2015
    Posts
    394
    Character
    Dugu Qiubai
    World
    Midgardsormr
    Main Class
    Marauder Lv 70
    That\\\\'s a shite ton of cc and means for staying on target for one tank class to have.

    letting a war charge every 40 seconds or whatever isn\\\\'t gonna break the game or suddenly make them even more valuable than they are.

    Besides, like you said, their dps, more precisely their burst, is what sets them apart. But that\\\\'s how feast is designed. It favors burst game play and so unless that\\\\'s fixed, wars will still be favored.

    So my suggestion is still reasonable in that it won\\\\'t really have any effect on the way wars are perceived to be better since it doesn\\\\'t increase their burst dps.

    Your argument basically comes down to wars are good at pvp so don\\\\'t make ANY changes or improvements even if it would improve the players experience using the warrior and making the warrior just an all around more fun class to play.
    (0)

  4. #144
    Player
    P4X0R10N's Avatar
    Join Date
    Jun 2015
    Posts
    394
    Character
    Dugu Qiubai
    World
    Midgardsormr
    Main Class
    Marauder Lv 70
    SE should just take my suggestion and give drks something they really need. Give them storeyes healing debuff. At least that is indirectly a "dps" increase in that it helps your group burst down an enemy faster.

    Now that is a change and buff I can understand and one that would help fix the "equation" by actually addressing the probem.
    (0)

  5. #145
    Player
    Geologo's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    472
    Character
    Leinas Kroma
    World
    Ragnarok
    Main Class
    Armorer Lv 90
    Quote Originally Posted by P4X0R10N View Post
    And drks have a pvp slow, gap closer, weapon throw, and now an on demand AOE group bind.
    I dont' know how to say it, DRK has no Berserk, Maim and Double Fell Cleave...

    Quote Originally Posted by P4X0R10N View Post
    So my suggestion is still reasonable in that it won\\\\'t really have any effect on the way wars are perceived to be better since it doesn\\\\'t increase their burst dps.
    WHAT?
    Honestly if you dont' think that it will increase his DPS I start thinking that you really want to buff your class to a totally OP class just to feel more godlike.
    I know it can sound rude, but really, it doesn't make any sense aside of it.

    It has a 100 potency and it's an OGCD, so you can put it between 2 weaponskills, and WAR has Fell cleave that has one of the highest potency in the enire game, and he is able to do it twice in less then 3 sec while buffed by 50% on his DPS (again it's the strongest DPS buff by itself in the game) + 20% Maim.

    Also it will have access to another Stun so he can chain 5 sec stun, that is pretty high as hell if you compare it to a PLD that can't be compared as DPS and as burst to a WAR but can do "only" 7 sec.
    And most of all it's a gap-closer...

    Quote Originally Posted by P4X0R10N View Post
    Your argument basically comes down to wars are good at pvp so don\\\\'t make ANY changes or improvements even if it would improve the players experience using the warrior and making the warrior just an all around more fun class to play.
    This will kill other classes' fun, if a class is totally op and you are not using it you will feel a dead weight for your party and will be forced to swap to it, expecially in a Rakned system.

    If you dont' think that it would be any overpowered, red the comments above, read the other explaination in you post where you ask for this "fix", but honestly I don't think anything will change.

    For example I'm so dumb that I can' kill someone with my BRD burst rotation because people flee while I do it, but really I can't ask for any fix to this because I dont' have any gapcloser / heavy to avoid them to do it, you just need to deal with it and try to use your's class strong point at its best and try to negate opponents to hit your class' weak points.
    (3)
    Last edited by Geologo; 09-25-2016 at 11:13 AM.

  6. #146
    Player
    P4X0R10N's Avatar
    Join Date
    Jun 2015
    Posts
    394
    Character
    Dugu Qiubai
    World
    Midgardsormr
    Main Class
    Marauder Lv 70
    And darks have 400 potency soul eater plus 450 carve and spit which is OFF global cooldown plus plunge so what's your point?
    (0)

  7. #147
    Player
    P4X0R10N's Avatar
    Join Date
    Jun 2015
    Posts
    394
    Character
    Dugu Qiubai
    World
    Midgardsormr
    Main Class
    Marauder Lv 70
    And darks have 400 potency soul eater plus 450 carve and spit which is OFF global cooldown plus plunge so what's your point?

    And berserk has a 90 cooldown and 4 sec debuff.

    And drks have blood weapon which increases attk speed by 10 percent and restores mana for dark arts 400 potency soul eater EVERY combo.

    So what's your point?

    Darks had their dps buff a while ago and it honestly is not that bad. The change to dark arts a while back already somewhat remedied their lack of burst.

    So what's ur point again?
    (0)

  8. #148
    Player
    P4X0R10N's Avatar
    Join Date
    Jun 2015
    Posts
    394
    Character
    Dugu Qiubai
    World
    Midgardsormr
    Main Class
    Marauder Lv 70
    You have a bind as a bard! So you do have an option to kill those running away.

    At least you have a viable option.
    (0)

  9. #149
    Player Nakanishi's Avatar
    Join Date
    Oct 2013
    Posts
    165
    Character
    Masanobu Nakanishi
    World
    Balmung
    Main Class
    Lancer Lv 60
    Quote Originally Posted by P4X0R10N View Post
    You have a bind as a bard! So you do have an option to kill those running away.

    At least you have a viable option.
    Tanks have weapon throw. /complaining

    Quote Originally Posted by P4X0R10N View Post
    The change to dark arts a while back already somewhat remedied their lack of burst.
    DRK could already burst with dark arts'd soul eater/carve and spit before the Cooldown was lowered.
    (1)
    Last edited by Nakanishi; 09-26-2016 at 02:59 AM.

  10. #150
    Player Februs's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    1,927
    Character
    Februs Harrow
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Quote Originally Posted by P4X0R10N View Post
    Draw in has its limitations like we discussed. Knockback is on a what? 2 min timer?
    ALL CC have a restriction of some form or another, so what's your point? In the case of Mythril Tempest, it's on a relatively long CD to compensate for the fact that both of War's Stuns are oGCD, and one of them is on a ridiculously short timer of only 20s (which is shorter than even shoulder tackle or plunge). Again, since you can't seem to grasp this concept, the idea is to keep the job BALANCED, not just with itself but with other jobs as well.

    Quote Originally Posted by P4X0R10N View Post
    I don\\'t think access to stuns is gonna be an issue.
    How could you not see this as an issue? You'd be giving War THREE oGCD stuns that they could use in conjunction with their double Fell Cleave burst rotation. Even the weakest of War's could see the value in that. The strongest Wars out there would be able to guarantee that the enemy healer would be dead once every 2 minutes, and that's the best case scenario. If the enemy healer is weak, or the War's dps happens to be strong, then they could practically kill the enemy healer on demand so long as CC resist wasn't up. That's absurdly overpowered. It also completely deletes Pld out of the potential party compositions, as three oGCD stuns + Fell Cleave x2 is FAR superior to 3 GCD stuns and no additional dmg.

    Quote Originally Posted by P4X0R10N View Post
    And drks have a pvp slow, gap closer, weapon throw, and now an on demand AOE group bind.
    So what? They have a gap closer + slow is practically the only utility that Drk's bring to PvP right now, and it's clearly not enough because NO ONE uses Drk. Those who do, lose. Even with their burst (which is still no where near as strong as War), they offer practically nothing to the party.

    Heavy is far and away the least consequential CC in PvP. No one cares about it, and the only time it's even useful is if you absolutely need to slow someone down from chasing, or if you're trying to slow someone down from escaping. Both circumstances only occur if the healer is either dead or out of Mp. Outside of those two circumstances, heavy is next to useless.

    As for Bind, its utility is still questionable. 3.4 isn't even out yet, so we can only make assumptions here, but I really don't think giving Drk's a bind is going to suddenly make them the hottest thing in PvP tanking. Firstly, Binds are easily broken by even the smallest amount of dmg, so the Drk will be working AGAINST their own team, especially casters. Secondly, Binds cannot be used to secure kills the same way Stuns are. You can stop a target from moving, but they can still use actions and, as soon as the Dps catch up and hit that target, they're free to sprint away. You can't seriously compare that to something like a stun, which ensures the target is totally helpless for the entire time the dps are beating on them. The fact that you're even tying to draw these comparisons to justify this ridiculous idea leads me to believe that you either don't know what your're talking about or are just flat out trolling.
    (1)
    Last edited by Februs; 09-26-2016 at 05:49 AM.

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