tanks are doing to much dmg imo , they should be always lower then actual dps ^^Another damage nerf would really lower my enthusiasm for tanking. I don't like the idea of spending the beginning of the new expansion leveling and gearing up just to be doing around the same damage we were at the end of HW. Maybe it's partially due to the last nerf not being implemented all that long ago, but the prospect of having to spend the beginning of SB with a weaker character might make me consider switching roles for my main job this expansion.
These are the forums, people will complain about everything and anything. We haven't even tested the jobs, so the fears are based on nothing but speculation and conjecture which shouldn't be taken seriously. To address the points:
WAR: Anyone who didn't expect a nerf or overhaul to WAR has been living under a rock regarding the issues that it caused to the tank meta and how broken its design was.
PLD: PLD got a lot of good stuff, and all of our complaints were addressed in some shape or form. I understand the fears considering how bad we had it in Heavensward, but without testing the toolkit within the new battle system, all we can do is trust that the changes to magic mitigation and damage output are enough.
DRK: This one likely stems from the job action trailer and lack of information, which I noticed myself. We don't actually know a whole lot about new DRK so we should treat that as a gap in knowledge rather than seeing the job as having lost its niche.
Basically, everyone calm down because your fears are grounded in speculation and missing information.
Yeah, you can basically only work with the average a DPS player should be putting out since theoretically a DPS player could also just hit no buttons at all and do 0 DPS. :P
The reversion is actually part of what is letting them force more Tanking in tank stance as apposed the tanking in DpS stance that happens currently.My main worry isn't the potential damage nerf. It's the damage scaling on tank accessories. If there's no STR on your accessories, then the only difference between tiers will come from secondary stats. This could work if tenacity is weighted highly enough. But overall, I think the best solution would be to have the accessories be VIT + STR (although the STR could be set significantly lower then the amount found on melee dps accessories, to achieve whatever balance they were aiming for).
Str accessories during 3.0/3.1 and the Str+Vit meta during 3.2-3.5 were part of what let us get away with DpS stance tanking as the Tank output vs Dps enmity output ratio didn't require tank stance to keep ahead.
Omega tank accessories will still be BiS/Near BiS for tanks. Accessories in A1S only where non-drops/annoyances because no one wanted Vit accessories as A1S Str accessories and Pentamelds were BiS for tanks.You want your group to be at least somewhat excited when tank accessories drop on the first floor of Omega. Not annoyed at it.
They'll be BiS for tanks because they're mandatory, yes. But I'm talking about it from the standpoint of group dps, not personal benefit. A tank drop always sets your group behind compared to a dps drop. The 3.2 tank stat changes somewhat ameliorated this, but we're looking at something similar to before.
Thanks for your insight earlier! I'll edit the OP with the link you gave when I get home. For now... Yeah, that's really not a good decision. Not only does it inhibit group damage a lot, make some drops less exciting or just outright dead, but it also handcuffs tanks to a slower damage scale than everybody else. Tanks get stronger slower with this change since we lose out on more and more main Stat every gear tier, which sucks big time.They'll be BiS for tanks because they're mandatory, yes. But I'm talking about it from the standpoint of group dps, not personal benefit. A tank drop always sets your group behind compared to a dps drop. The 3.2 tank stat changes somewhat ameliorated this, but we're looking at something similar to before.
If that's the real deal, I'm not going anywhere near my tanks for a while. I'll let all 3 be level 60 on the dev team spreadsheets
Last edited by SargentToughie; 05-29-2017 at 02:41 AM.
Which is a flawed standpoint. More DpS is only better when the gain in dps increases your survival chance (i.e. lets you pass a dps check, push so a phase skip happens or makes the difference between hitting and not hitting a hard enrage), but is useless when the barrier to completion is tied to the tank surviving an attack/series of attacks.They'll be BiS for tanks because they're mandatory, yes. But I'm talking about it from the standpoint of group dps, not personal benefit. A tank drop always sets your group behind compared to a dps drop. The 3.2 tank stat changes somewhat ameliorated this, but we're looking at something similar to before.
Having enough DpS to clear a fight at 6 minutes is meaningless when you die at 5 minutes just like being able to survive 8 minutes is meaning when you need dps to pass a dps check at 7 minutes.
Also isn't it worse to get an Int drop when you have no Int users? (same for Dex and Str) Getting an Vit drop will be useful to all comps unless they have already gotten 2 of that drop.
Well, I'm obligated to level my Warrior and Paladin since I don't want my only combat retainer to stay at 60 forever. I'd been thinking of dropping the tank weapons to learn/level Samurai though, so I have options as of yet regardless.
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