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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 shao32 View Post
    looks so funny you say that, when alexander was a huge step back compared to coil in fight desing and party mechanic all locked with just dps checks and party dances like they say for me thats akward.
    I think the consensus amongst actual raiders is that Alexander has generally been a huge step forward in terms of actual raid design and polish but a massive step backwards in terms of its reward structure, aesthetics, story / lore, music, and general emotional relevancy. Fights like A3S, A6S, A8S have quite easily been some of SE's best fights and introduced a lot of new and different mechanics. Unfortunately, we've progressed as players enough that we might not realize it, but if you sent the current raiding population back in time to do Coil again, it'd be a complete and total joke in terms of mechanics and difficulty and feel incredibly basic.

    And I don't know why you assume PLD is the turtle tank when they were the highest DPS tank and still had the capacity to push good DPS while solo-tanking. Again, you only quantify them as such because we were worse players back then.

    Quote Originally Posted by Reynhart View Post
    Ok, then, let's take numbers...I'll use your previous max numbers, so 1100 for turtles, 1700 for DPS-tank and 2300 for each DPS. Turtle+DPS-tank+4DPS = 12000 DPS.

    Now, let's suppose you bring one uber-turtle who can only deal 500 DPS as a trade off, and 5 DPS. You'll have 500+5*2300 =..... 12000 DPS.

    So, which one is better ?
    Assuming your "uber tank" has enough combined raid mitigation to make up for the loss of stacking DV / Path / Reprisal, easily the 5 DPS.

    But again, that's missing the point. What matters is my main point which you always seem to forget.

    Balance.

    Like I said, you cannot make an intellectually honest argument. Your argument is based around ignoring everything we know about the game and comically rudimentary math. We know SE already has difficulties balancing the existing jobs, skills, and comps. We know the player-base will try to push for optimization even if it's only marginally better. You are opening the pandora's box of imbalance.

    How do you think SE is going to deal with balancing stacked physical DPS comps like DRG / MNK / NIN / MCH / BRD? Or DRG vs. NIN vs. MNK when DRG's piercing debuff is much more likely to actually buff the DPS of both a MCH and BRD? Or Foes vs. Hypercharge when you suddenly have 5 physical DPS or 2 casters? Or the ability to have your ranged support both buff party damage AND restore MP on the fly? You're throwing SE into an uncharted wilderness of balance issues and expecting they'll find their way out with their broken compass.

    And before you try and type out your usual misinformed and completely ignorant explanation for how SE can deal with all that, consider that all of that redesigning and rebalancing is taking away from the limited man power SE has to develop more content for a player-base with an overwhelming majority that doesn't care about your vision of what a tank should be.

    Quote Originally Posted by Reynhart View Post
    They already said that one person screwing won't doomed the whole party anymore, so you probably won't see lots of mechanics you had in Gordias and Midas Savage. As for G.A, it you could hide behind something to greatly reduce damage or just split, it wouldn't be a "less creative" mechanic.
    Spoken like someone who doesn't raid. 1 person making 1 mistake will still straight-up wipe you even in the Creator. It'll likely continue to be that way if this is SE's idea of what an easy raid is.

    But again, you miss the point. I wasn't talking about punishing mechanics. I was talking about mechanics that are composition based and dependent on you having 2 tanks, 2 healers, and 4 DPS. What happens to all the current mechanics that mandates you have 2 tanks or has debuff prioritization based on assuming you have a 2/2/4 comp? Stuff like Digititus, Liquid Gaol, Quarantine, Jails, Gavel, GA, Time-gates, Void of Repentance, etc.

    Yea, they could rebalance all those mechanics so that they can also work with 2/1/5, 1/2/5, 1/1/6 comps in early prog but that only leads to the homogenization and simplification of mechanics. Mechanics that were tuned to only be for tanks / healers now have to dumbed down so that DPS can also handle it. Damage intake from adds / tank swaps has to be scaled down or redesigned so that it can be solo-tanked through the typical massive vulnerability or damage boosts SE uses to force add splits or tank swaps. Again, you are just limiting SE's options in terms of mechanical design to fulfill your delusion about what tanks should be.
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    Last edited by Brian_; 11-21-2016 at 01:38 PM.