Page 1 of 2 1 2 LastLast
Results 1 to 10 of 222

Hybrid View

  1. #1
    Player
    FallenWings's Avatar
    Join Date
    Nov 2013
    Posts
    520
    Character
    Xyasreau Borlaaq
    World
    Tonberry
    Main Class
    Warrior Lv 80
    I'd generally prefer a synergistic team so that everyone can perform at their peak rather than sucking the {Full Thrust} of an arguably poorly designed class because they require everyone else to cater to/gimp themselves so THEY can do their best.

    I just hate the katana fantasy. MUH GLORIOUS NIPPON STEEL triggers me oh so greatly. Katana more impactful than a GREAT AXE or GREAT SWORD? Stop it. Faster? By all means. But this stupid cut through anything meme makes me so anger as a immersion player.
    (3)

  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 FallenWings View Post
    I'd generally prefer a synergistic team so that everyone can perform at their peak rather than sucking the {Full Thrust} of an arguably poorly designed class because they require everyone else to cater to/gimp themselves so THEY can do their best.
    That's still a synergy. Having a SAM do so much personal damage that it will take hate off a DPS-stance tank and focusing that tank on keeping enmity is a team effort. More importantly, that's actually asking a tank to...tank.
    You're still asking DPS to do less damage so you can do more, that's not bad design or lack of synergy...for me, that's selfish.
    (3)

  3. #3
    Player
    FallenWings's Avatar
    Join Date
    Nov 2013
    Posts
    520
    Character
    Xyasreau Borlaaq
    World
    Tonberry
    Main Class
    Warrior Lv 80
    It's raid boosting sure. I never said I wouldn't do it, doesn't mean I'll like doing it.

    I get less Fell Cleaves because I have to put on the punishing Defiance Stance so my friend can enjoy his whatever confusingly named skill more? Wow. I truly do feel much more rewarded.

    And please, don't give me your "real tank" nonsense. We have different definitions so lets leave it at that.
    I'm not asking a DPS do less damage. I'm asking that a DPS class be designed in a way that doesn't take away the enjoyment from others because their full potential is stepping on someone elses toes.
    (4)

  4. #4
    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 FallenWings View Post
    We have different definitions so lets leave it at that.
    If your definition is not "Keep aggro first, survive second and kill third", then you're not defining a tank.
    Quote Originally Posted by FallenWings View Post
    I'm asking that a DPS class be designed in a way that doesn't take away the enjoyment from others because their full potential is stepping on someone elses toes.
    Frankly, if enforcing more tank stance time is enough to take away your enjoyment, why don't you just play a DPS ?
    (3)

  5. #5
    Player
    FallenWings's Avatar
    Join Date
    Nov 2013
    Posts
    520
    Character
    Xyasreau Borlaaq
    World
    Tonberry
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Reynhart View Post
    If your definition is not "Keep aggro first, survive second and kill third", then you're not defining a tank.

    Frankly, if enforcing more tank stance time is enough to take away your enjoyment, why don't you just play a DPS ?
    *Eye roll*

    I'm an immersion player. I enjoy fighting enemies head on like a Fighter/Warrior. I enjoy defending AND attacking rather than pure assassination techniques. So I play XIV's tank. I play WARRIOR and not ShieldBot5000.

    There is nothing inherently fun about a stance that boosts 2 of your mandatory to a certain point roles slightly but greatly diminishes your generally always good third one. Worse off yet on WAR with half it's skill set locked behind each stance. (Believe it or not, I'd like to use IB and Defiance more if they didn't suck.)

    Defiance, Grit, and ShO frankly suck and never feel good to use. I don't even understand why they punish you for using them and lock you out of your skills, most notably WAR's job toolkit and DRK's Blood Weapon and now Blood Price. It's all passive gains too so it's even less interactive to use.
    (3)

  6. #6
    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 Phoenicia View Post
    Forcing me to NOT optimize just so you can is just lame.
    If you lose aggro because you want to do more damage, sorry, but you're not optimizing your job.

    When you want to balance DPS jobs, you automatically analyze the scale of personal DPS vs utility. So, it's only logical to design jobs on the whole spectrum, and thus, at the extreme tip of the scale. On the opposite of SAM, it would be interesting to have a job that has very low personal DPS but massive raid utility. It's absolutely not a bad design choice.

    Tank stance penalties are not stupid. Their only purpose is to keep balance while allowing you to comfortably play solo. In games whithout a dedicated tank stance, tank jobs do absolute crap damage all the time.
    (4)

  7. #7
    Player
    Phoenicia's Avatar
    Join Date
    Oct 2013
    Location
    Idling in Idle-shire
    Posts
    748
    Character
    Naomi Enami
    World
    Odin
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Reynhart View Post
    Tank stance penalties are not stupid. Their only purpose is to keep balance while allowing you to comfortably play solo. In games whithout a dedicated tank stance, tank jobs do absolute crap damage all the time.
    We'll just agree to disagree about what optimizing a job means then.

    As for for tank stances, there are many ways to keep balance while still allowing you to solo. Locking mitigation behind GCDs that push the DPS GCDs away is one of them. Take TERA for example, tanks do insane batsh*t damage, but only if they're not tanking. Bosses will always keep a lancer behind his shield and Warrior couldn't finish its combos while bosses wailed at them, but when in solo, lancer and warrior kill things almost as fast as anyone else. Tanking in that game was the most fun I had as a tank in any MMO. Too bad the MMO itself flops when it comes to everything other than combat. (While this game gets so much right but not the combat imo lol).
    (2)

  8. #8
    Player
    FallenWings's Avatar
    Join Date
    Nov 2013
    Posts
    520
    Character
    Xyasreau Borlaaq
    World
    Tonberry
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Reynhart View Post
    If you lose aggro because you want to do more damage, sorry, but you're not optimizing your job.

    When you want to balance DPS jobs, you automatically analyze the scale of personal DPS vs utility. So, it's only logical to design jobs on the whole spectrum, and thus, at the extreme tip of the scale. On the opposite of SAM, it would be interesting to have a job that has very low personal DPS but massive raid utility. It's absolutely not a bad design choice.

    Tank stance penalties are not stupid. Their only purpose is to keep balance while allowing you to comfortably play solo. In games whithout a dedicated tank stance, tank jobs do absolute crap damage all the time.
    "Hey why is your aggro so gosh darn high?"
    "Because I have no utility so yeah, you're gonna have to press that nasty grit button and do more power slashes just for me. :/"

    Yeah... I'd much rather play with a MNK/DRG/NIN/BLM/SMN/BRD/MCH... "We can boost yours and our own damage!" Nice!

    The slight issue with spectrum scaling is that, the massive raid utility class becomes stronger and stronger the larger the party and the major personal DPS gets weaker and weaker the larger the party becomes. So it's a case of SAM op in dungeons but terrible in raids but Dancer(Placeholder) is god-like and virtually mandatory in raids.

    Tank jobs doing absolute crap damage in other games is irrelevant. And I'd wager that is something that adds to why Tanking is unpopular. You don't need a tank stance to exist since the numbers can be tuned on the jobs entire toolkit instead.

    If they were going to simplify tanks, they should have just simply removed Grit/Defiance/Shield Oath. The only reason they are even considered because of arbitrary requirements from the design justifying their existence. Much like how I forsee Shake it Off will be utilized. A rather lackluster skill that needs content design to make it useful.

    Or even better, reward me for mitigating more or using tank stance right instead of breaking my legs, nerfing my damage, and making me feel bad all around with that terrible, terrible damage penalty/skill lock. Make excess mitigation useful. Have bonus aggro do something. Why do I need to create more aggro if it does absolutely gosh darn nothing?

    I want to use Defiance, Grit, Shield Oath and have it feel rewarding.

    @P

    I'd get banned.
    (3)
    Last edited by FallenWings; 06-11-2017 at 11:05 AM.

  9. #9
    Player
    aleph_null's Avatar
    Join Date
    Mar 2016
    Posts
    690
    Character
    Aleph Alpha
    World
    Tonberry
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Reynhart View Post
    If you lose aggro because you want to do more damage, sorry, but you're not optimizing your job.

    When you want to balance DPS jobs, you automatically analyze the scale of personal DPS vs utility. So, it's only logical to design jobs on the whole spectrum, and thus, at the extreme tip of the scale. On the opposite of SAM, it would be interesting to have a job that has very low personal DPS but massive raid utility. It's absolutely not a bad design choice.
    Being optimal on an individual level is different from being optimal in a group. As of now, there's one optimal way of pulling. If your war is not pulling, it's not optimal. If your war doesn't start with tomahawk > equilibrium > deliverance, it's not optimal.

    However if you don't have the optimal group composition you can't do that. If I'm in a group without nin then I'll accept the loss and use a suboptimal unchained opener. If a group doesn't have a war then the pld/drk has to accept the loss and pull in grit/shield oath. It's a tradeoff between members of the group. Just because it's suboptimal to pull with unchained doesn't mean we won't do it. It's just that our optimal play requires a nin (for now at least), just like how other jobs rely on each other to be optimal (brd/mch rely on drg, blm/smn rely on brd, etc). Even if sam has so much personal dps that it's optimal for the group to have the tank in tank stance longer than if they brought nin instead, it doesn't change the fact that bringing sam prevents the tanks from using their optimal rotations. It's just that the sam's optimal rotation is a dps gain over the tanks'.

    I see every job's optimality come at a certain cost, like mnk being prioritized when it comes to boss uptime, hence the drg/nin does mechanics and LB, blm being prioritized to stay at the same spot, hence the others cover the blm for mechanics. The current optimal comp is very good because it allows everyone in the group to be optimal on an individual level as well, including the raid buffs buffing each other.
    (2)
    Last edited by aleph_null; 06-11-2017 at 01:28 PM.

  10. #10
    Player
    Phoenicia's Avatar
    Join Date
    Oct 2013
    Location
    Idling in Idle-shire
    Posts
    748
    Character
    Naomi Enami
    World
    Odin
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by FallenWings View Post
    Snips of lots of posts here.
    I like this person...

    Btw you never told me what happens if that hyur touches me. I'm curious.

    Quote Originally Posted by Reynhart View Post
    If your definition is not "Keep aggro first, survive second and kill third", then you're not defining a tank.

    Frankly, if enforcing more tank stance time is enough to take away your enjoyment, why don't you just play a DPS ?
    That's the exact problem. Forcing me to NOT optimize just so you can is just lame. Why should YOUR fun in doing twice my DPS come at the cost of mine being lowered to even half of that? lol

    And in any case. Tank stances' penalties are stupid. I'd rather both stances have penalties of one form or another. Or just have tank stances go away and have some skills deal damage while others generate enmity and be enough on their own. I mean the tank stances don't change much in game play anyways.
    (3)

Page 1 of 2 1 2 LastLast