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  1. #11
    Player Brian_'s Avatar
    Join Date
    Jun 2015
    Posts
    710
    Character
    Graylle Celestia
    World
    Tonberry
    Main Class
    Warrior Lv 70
    Quote Originally Posted by Reynhart View Post
    while still avoiding explaining how mitigation CD need to be more precise when stance dancing...
    I didn't avoid explaining how more precise mitigation is needed when stance dancing. When you ninja edit your posts I need time to read it and respond.

    And yea, I know how to play my role well enough to clear the hardest content. That's opposed to you who are so far removed from reality that you couldn't even comprehend that tanks are still very much tanks and that mitigation and enmity are still challenges we deal with.

    Quote Originally Posted by Reynhart View Post
    Yes, they do. That's why you see more and more "raid" mechanics making their way in storyline fights, like tankbusters, packing and gazing mechanics, etc...Normal raids are just...slightly less forgiving. And for the record, dungeons are also too easy...which will change in SB (Confirmed by SE during Fanfest)
    Your proposed "stairway" --

    Quote Originally Posted by Reynhart View Post
    What we should have is easy dungeons, slighty harder expert dungeons, even harder raid and really challenging savage raid. That's a "curve".
    You thought that transitioning tanks from dungeon content straight into hard raid content was a stairway. That's not how it works. I'll repeat myself again. You don't teach a tank how to raid by teaching them how to run a dungeon. You teach them how to raid by teaching them how to raid. As is, you have casual trials and raids that introduce a tank to concepts like OTing, tank swapping, contributing to raid mitigation, etc. Then you have more challenging content like Sophia EX and fights like A9S and A10S. Then you have the most challenging content at the top in A11S and A12S. There are real complaints that there is just simply not enough MC content or that the gap in raid progression steps is not fluid enough. Then there is you who is again foolishly trying to correlate real and serious issues with your clownish vision for how the game should change.

    Quote Originally Posted by Reynhart View Post
    Ok, so you have a boss fight with a tankbuster every 50-60 seconds...tell me how stance dancing make your CD management "more precise" for that.
    I'll use a personal example. A12S General's Might add. The tank busters are much faster than 50-60 seconds apart.

    During early prog, I tanked the add in Defiance and just used IB and CDs on the busters. While the add hit hard, I was never at any real risk of dying. TBH, I just did whatever because in Defiance with IB, you have a surplus of mitigation.

    These days, this is what I do --

    Because I no longer snap aggro in Defiance, I need to prime a Skull Sunder off the last living Wing add before the Might spawns to ensure enmity. For the first buster I still have Raw Intuition rolling from the triple FC I used to help kill the Wing adds (I delay the RI until the end of the Berserk window in order to have it carry over to the Might add). For the second buster, I stay in Deliverance and use Foresight and put up Path. Before the third buster, Foresight is still running and I put up Conva to help buff the Adlo shield I get and help my healer with the recovery healing after the hit. Bloodbath is also off CD here so I throw that in. For the fourth buster I swap to Defiance and Unchained to sustain my DPS and rely on the healing and health buff from Defiance paired with Conva. For the fifth buster I use Thrill of Battle and Equilibrium to help healers re-top. For the sixth buster I dance back to Deliverance and use Vengeance. Vengeance + Thrill which is still up is enough eHP to make Defiance uneeded. For the seventh buster Vengeance is still running.

    That's opposed to just sitting my turtling-butt there and watching my DPS drop into the gutter due to full Defiance up-time. So what's the point of this optimization? We skip the 8th buster and hopefully one day soon we'll skip the 7th. The sooner we kill the add and the less ramping tank busters we get, the happier my healers will be.

    Quote Originally Posted by Reynhart View Post
    They didn't add materia slots so healers could "meld the ACC they needed". They added materia slots so that materias could be useful even if not wearing crafted gear. Melding Accuracy for healers is, again, a vision raiders try to enforce into the game...despite the fact that it has absolutely no effect on their healing capabilities...
    Interviewer: You mentioned that healers will no longer need to worry about accuracy in instanced dungeons. Will this have any impact on raids?

    Yoshida: It won't change. Raids are intended to be high difficulty, so if you want to rely on attack-based actions, the thought is that you'll need to stack accuracy.

    Interviewer: Since the damage output of healers isn't connected with the clear conditions set for the raid, the idea is that you have to put on certain equipment if you want to focus on attacking.

    Yoshida: If attacks would hit regardless of accuracy, things would lean towards healers feeling that they need to attack rather than having a choice. But as it is, if you're aiming for an early clear and the healer isn't putting out DPS, of course you won't be able to beat the boss. If the team decides to make the choice that the healer should be doing damage, the idea is that they will need to reduce their healing performance to gain accuracy.

    Interviewer: I see.

    Yoshida: On the other hand, we've seen a lot of feedback that accuracy itself is dull so we've talked about getting rid of it. Right now, items can't be designed without including accuracy to some extent. Players work to figure out the accuracy required, and it can be an interesting problem to balance the accuracy until you're always hitting the target, but the preference is divided. Moreover, there are players at the casual level who are not even aware of accuracy so it's gotten to the point where accuracy may not make sense as a parameter.
    So, despite the truth that Yoshida just took a dump on your "argument" I'm sure you'll find a way to fit that into your delusions. Here he shows the design was not some "vision raiders try to enforce" but rather the dev's deliberate design and a choice they gave players with the idea that early clearing groups would need ACC. And, he echoes my constant reference to the reality that they are always concerned about closing the gap with casuals and accessibility. Here he considers removing ACC to make the system more intuitive. This is no different from what he said about the STR / VIT changes.
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    Last edited by Brian_; 11-08-2016 at 06:47 PM.