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  1. #1
    Player
    Kiteless's Avatar
    Join Date
    Aug 2013
    Posts
    432
    Character
    Bluethroat Cantus
    World
    Mateus
    Main Class
    Gunbreaker Lv 89
    The simple fact of the matter is that there's really not a whole lot that can be done to add further damage mitigation to tank stats without working to trivialize the role of healers (who already can end up getting quite a bit of time just to DPS themselves, depending on the fight). The only reason parry 'works' as a tank stat is that it's wholly insignificant in its function. At the end of the day, the base stat of vitality really ends up covering all the bases for pure tanking stats, and to add anything else with actually valuable impact would end up requiring a fundamental change in how the game's trinity functions. And you can't really nerf tank defenses to compensate, since in this situation, basic tank survivability is a required constant for the game to be playable. To this extent, the stat changes for tanks did very little to actually improve the state of the game, save for making bad DPS players feel better now that tank numbers don't beat theirs by quite as much.

    Ultimately, there's really no way to do proper tanking secondary stats in this game. The best way to do it would be to just cut the stat entirely and accept that tanks are going to end up wanting to contribute DPS too.
    If Square really wants to actually give tanks proper stats while not making DPS players jealous of their numbers, then they'd best focus on improving the functionality and utility of the DPS classes so that their unique abilities become more integral to the fight. On the other hand, that could also act to alienate players who do prefer to have their responsibility stay lax outside of enrage timers, which themselves are all pretty effortless now. So, as it stands, the problem with tanks doing respectable damage, if there even is one, really lies with how nonessential the DPS role has now become.
    (2)
    Last edited by Kiteless; 10-15-2016 at 06:58 PM.

  2. #2
    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 Kiteless View Post
    The simple fact of the matter is that there's really not a whole lot that can be done to add further damage mitigation to tank stats without working to trivialize the role of healers (who already can end up getting quite a bit of time just to DPS themselves, depending on the fight).
    Problem is, the whole point of defensive stats is to make surviving easier, you can't really brush them off because it would make surviving...easier.

    Or, maybe, the problem is not with tank survivability...but healer's healing power. Maybe they are too strong when compared to the damage tanks actually suffer.
    (0)
    Last edited by Reynhart; 10-15-2016 at 10:38 PM.

  3. #3
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Reynhart View Post
    Problem is, the whole point of defensive stats is to make surviving easier, you can't really brush them off because it would make surviving...easier.

    Or, maybe, the problem is not with tank survivability...but healer's healing power. Maybe they are too strong when compared to the damage tanks actually suffer.
    Its problems coming from multiple sources.

    High average healing per second through HoTs and Fairies along side strong burst healing/shielding.
    Tankbuster centric fight design that focuses more on properly timing cooldowns rather than continuous high tank damage fight design that benefits from improving average mitigation/survivability.
    Player developed metagame focused on pushing for more tank and healer dps rather than tank survivability and healer sustainability that puts more weight on Crit/Det/SkSpeed over Parry as secondary stats.
    (0)

  4. #4
    Player
    Sarcatica's Avatar
    Join Date
    Mar 2015
    Posts
    663
    Character
    Sarcatica Lin
    World
    Tonberry
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Ultimatecalibur View Post
    Player developed metagame focused on pushing for more tank and healer dps rather than tank survivability and healer sustainability that puts more weight on Crit/Det/SkSpeed over Parry as secondary stats.
    You make it sound like these players ignore survivability but it's remotely the main issue. Auto attacks from boss hit like wet noodles that healers only have to top up tanks within 3-4 GCDs. This makes it the most efficient play because anything more is a waste and better off tunneled into another metric that matters. Autos are the real reason why metagame is as such. Imagine if 1 auto hits for like 1/4 of your HP, your healers will have to take care of you more.

    Raid wide aoe damage is fine atm, healers will still have to showcase their ability to top up their team from back to back raid wide aoe dmg like Photon into double Whirlwind for A11S or Incinerating Heat into double Mega Holy and Incinerating Heat into Holy Bleed into Mega Holy in A12S.

    So the current issue is just on how lenient tanks get punished by autos.
    (0)
    Last edited by Sarcatica; 10-18-2016 at 10:07 AM.

  5. #5
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Sarcatica View Post
    You make it sound like these players ignore survivability but it's remotely the main issue. Auto attacks from boss hit like wet noodles that healers only have to top up tanks within 3-4 GCDs. This makes it the most efficient play because anything more is a waste and better off tunneled into another metric that matters. Autos are the real reason why metagame is as such. Imagine if 1 auto hits for like 1/4 of your HP, your healers will have to take care of you more.
    Uhm... that problem was covered by this line:
    Quote Originally Posted by Ultimatecalibur View Post
    Tankbuster centric fight design that focuses more on properly timing cooldowns rather than continuous high tank damage fight design that benefits from improving average mitigation/survivability.
    The meta comment was more about how the player base assigns weight to various stats.

    Quote Originally Posted by Reynhart View Post
    The meta was a result of a really poor scaling from parry. If it's effect was significant right from the start.
    For the expansion, make the mobs hit harder so that they wreck tanks who don't focus on survivability, and the meta will change right away. Especially if having no parry makes them squisher than they are now.
    Its more a carry over from the pre-3.2 meta where wearing Str accessories over Vit accessories was a dps increase in the realm of 30% or more (this was also a Warrior mitigation increase due to their mitigation from damage based self-healing). Along with little understanding of how much mitigation is gained from parry.

    A lot of players are also missing just how small the player weighted difference between Parry all the way and BiS is at i270. According to the BiS calculator on Ariyala's, BiS is only a 3.3% to 4.8% gain over a full parry build* for the various tanks.

    *Choosing all pieces with Parry and melding Battledance materia into left side pieces that can take them other wise BiS dps melds. Accessories are still melded with Str/Vit materia.
    (0)

  6. #6
    Player
    Sarcatica's Avatar
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    Mar 2015
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    663
    Character
    Sarcatica Lin
    World
    Tonberry
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Ultimatecalibur View Post

    Snip
    Just a comment because you are contradicting your previous point. The DPS choice doesn't actually impact your survivability. The current metagame for tanks allow for the best of both worlds. Doing more DPS as a tank doesn't cost survivability, likewise for having huge DPS as a healer doesn't make the fight harder. This is basically the conundrum for most players because they are stuck in this hollow concept of "if i am not in tank stance, healers cant heal me and i will die" or " if i dont keep healing, everyone will die" which is far from the truth. This is basically differetiation from level of competency and skills. The gap is too big.
    (1)
    Last edited by Sarcatica; 10-18-2016 at 04:13 PM.

  7. #7
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Sarcatica View Post
    Just a comment because you are contradicting your previous point. The DPS choice doesn't actually impact your survivability. The current metagame for tanks allow for the best of both worlds. Doing more DPS as a tank doesn't cost survivability, likewise for having huge DPS as a healer doesn't make the fight harder. This is basically the conundrum for most players because they are stuck in this hollow concept of "if i am not in tank stance, healers cant heal me and i will die" or " if i dont keep healing, everyone will die" which is far from the truth. This is basically differetiation from level of competency and skills. The gap is too big.
    No. I am not contradicting my previous point. Going for tank DpS BiS does reduce survivability. A tank in DpS BiS will take roughly ~5.5% more damage (reduced survivability) than a tank in a parry build when all attacks can be parried in exchange for a ~4% increase in damage all else being the same.
    (0)

  8. #8
    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 Ultimatecalibur View Post
    Its more a carry over from the pre-3.2 meta where wearing Str accessories over Vit accessories was a dps increase in the realm of 30% or more
    Then, a parry build should offer at least the same difference in damage taken. And the name should be changed to "damage reduce".
    (0)
    Last edited by Reynhart; 10-18-2016 at 08:31 PM.

  9. #9
    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 Ultimatecalibur View Post
    Player developed metagame focused on pushing for more tank and healer dps rather than tank survivability and healer sustainability that puts more weight on Crit/Det/SkSpeed over Parry as secondary stats.
    The meta was a result of a really poor scaling from parry. If it's effect was significant right from the start.
    For the expansion, make the mobs hit harder so that they wreck tanks who don't focus on survivability, and the meta will change right away. Especially if having no parry makes them squisher than they are now.
    (0)

  10. #10
    Player
    Sarcatica's Avatar
    Join Date
    Mar 2015
    Posts
    663
    Character
    Sarcatica Lin
    World
    Tonberry
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Reynhart View Post
    The meta was a result of a really poor scaling from parry. If it's effect was significant right from the start.
    For the expansion, make the mobs hit harder so that they wreck tanks who don't focus on survivability, and the meta will change right away. Especially if having no parry makes them squisher than they are now.
    The sad truth is no matter how many times SE tries to balance classes, sure meta will change but players actively find loopholes and eventually arriving at another optimized meta which again will have people complain for whatever reasons again and again. Top tier raiders will always find the best meta just like how so many other games are patching up to keep the people on their toes to exploit the new OPs.

    What's next? People crying about WHM so weak against AST now? Go figure.

    TLDR: people just like to complain.
    (1)