I'm not too bothered about specific potencies, those can be adjusted. Little disappointed with how uninspired blood gauge is though.
I'm not too bothered about specific potencies, those can be adjusted. Little disappointed with how uninspired blood gauge is though.
Ok guys i think we need to chill until the patch notes on 15th as yoshi-p has stated the build the media tried on was an old april build so alot of things might have change since then so i think we should just wait for 15th patch notes before we speculate any further..
In that case I might as well just stay in my tank stance, since DPS=aggro, i can get even more aggro!
I think there is something important that a few people on here are actually misunderstanding somewhat, the info we've been fed currently is all we have to theory craft on but these numbers aren't final and are still subject to change. So lets drop the doom and gloom until we actually have it, hands on, and then start making opinions about whats good/bad about the changes because it seems most of us are worried about our DPS standing with the other tanks. You should see the WAR posts, even they are upset about the changes that are coming there way and they feel a lot more penalised for some reason.
SE's idea about balance is a joke, true, but I feel what they were aiming for was that every tank class had something to bring to the table, whether you were MT or OT. But there are a few things I will agree with though, yes we lost Scourge, yes we lost Delirium as a damage dealer outside DA Souleater, if you had to recover MP so you wouldn't drop Darkside by over spending on your mana by an error. Dark Dance is gone, Low Blow/Reprisal procs are gone, sad sad times. But we have been given new skills to compensate for the skills which were good ogcd's to weave into our rotations.
Personally I think Bloodspiller will be great in and out of grit, not to mention the Blackest Night, we can pre charge our blackblood before pull. WARS and PLDs cant do that as far as I know, for a cost of DA yes... But that can be recovered before pull still. 5% increase on Darkside with no mana ticks? Sounds promising, at least the bad Darks wont have any excuse not to have DS up during runs and not to mention our combo for aggro generation and dps has been made simplier although I can't fathom why some felt our combos were complex and using scourge felt out of place when it was perfectly fine even in burst openers. All in all, i'm a little underwhelmed about these changes too and it seems we have less skills than both PLD and WAR. Our job has been simplified, for better or worse I don't know but can we please wait till release then make up our minds then? Savage wont be for another four weeks come release, sounds like enough time to theory craft to me...
Last edited by SplittingSkies; 06-06-2017 at 08:33 PM.
While I understand why you think that shouldnt count towards deciding if something is harder or not, deciding what is "Harder" is not measurable for everyone, at best you can try to find an average for the largest number of people, but it will not, and can not be applied to each person, because its a vague perception.Sorry princess, just because a tank can wipe the raid in a particular encounter that a dps with no idea can\\'t doesn\\'t make tanking harder. Unless you can make a valid argument as to why you think it\\'s so hard please stop.
Bottom line is tanking like any other role requires encounter and class knowledge, it\\'s no harder than healing or dpsing. In fact tanking is ridiculously easy in most content.
PS people are talking about tank dps because you used that as a definition of being skilled, your example of game play and saying noobs don\\'t do it.
You cant even say someone has a good memory because people are better at remembering various different things, while being bad at other ones.
In short, most people tell me X jobs are easier, and X jobs are harder, while I find the reverse to be true.
And this will always be dependent on the person.
You say the class mechanics of a DPS is more complex.
You're not wrong
but thats not all there is to a role.
knowledge of a fight is part of a role.
also being able to see what a fight is trying to convey to you, w/o as much needed prior knowledge is also a skill that helps.
I can practice my rotation for a DPS outside of the fight, and in most harder content, that wouldnt change.
So eventually, no matter how much complexity a DPS gets, it eventually becomes easier when you keep doing the same thing over and over.
This doesnt mean DPS is easier either.
Because some fights require the DPS to do the mechanics to win.
But now some people know the DPS is important, so they make healers/tanks do any extra mechanics they can, to make sure DPS stick to DPSing the same rotation.
Personally I find tanks "easier" than DPS, but I have DPS friends who can do great, but cant do great as a tank, because they cant adapt as well.
With enough practice in THAT fight, they get better. (and to an extent im almost as bad, as I'm just mediocre in my ability to adapt.)
Endgame tanks need to coordinate with eachother, and with their healers a bit more often than DPS coordinate with eachother. (also depends on party makeup)
blah blah blah, so on, so forth.
it's up to an individual to decide what is harder for them. and to both people, dont decide it for someone else.
CLAIRE PENDRAGON
True but u cant go over limitation that skill numbers bring.
No matter how good pld u are in 3.0 u cant overcome War dps.
No matter what changes come on the 16th, one thing is clear
We lost complexity
If anything numbers can always be adjusted and such... however nothing is bringing Scourge back, nothing is bringing delirium back (even if it was only used for its int debuff and more damage over soul eater) nothing is bringing back Dark dance, reprisal procs and low blow procs. We now only have 2 combos, other tanks have 3. We now have the least defensives of the 3 tanks without cross classes. If anything I feel Bloodspiller needs to be oGCD with a 5~ second cooldown with maybe 60 more potency? As it stands right now it's just a button you press whenever you get 50 blood. Not really intuitive or special, it's just there and doesn't bring anything to the resource game that DRK's were known for.
All in all, this sucks and I hope PLD/PLD is the new meta (looking that way from April build numbers, if anything might be PLD/War)
My issue is that if they aren't going to get a LOT of feedback on this well ahead of time, then they need to make sure it's perfect. Yoshi plays BLM and from what I've heard from my BLM static member, changes are solid. Why isn't there someone on their development team passionate about each job? No main DRK, passionate about that role, would sign off on these crappy adjustments as late as April. Either get your act together and have a crew dedicated to adjusting each job to a fun and competitive level or open some test servers and get feedback earlier than -60- days before launch. It feels lazy and unacceptable to have this many oversights with this many jobs as of April.
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