
Again, tanks aren't asking for dps numbers. We want a metric that shows progression. If I can take a hit at 7k hp I can take the same hit with 25k hp. That's not something we can measure to gauge how well we are playing. If anything people are asking that tanks get carried. We just have to stand there and don't die. Not really the contribution we were hoping for.

Yeah, and that metric should lean more towards damage reduction since we're the ones taking the hits. If tenacity wasn't complete dribble then upgrading VIT accessories would mean increased health from more vitality and reduced damage taken and a slight increase to damage dealt from tenacity.
YouTube.com/c/iBluairjgr

That's what I'm saying. Mitigation isn't a metric. If I can tank the content to get me the higher vit gear, I don't need the gear to tank the content. it doesn't make clearing the content go any faster. It isn't any more satisfying taking a tank buster with higher vit. It just means I can start ignoring mechanics and be lazy.Yeah, and that metric should lean more towards damage reduction since we're the ones taking the hits. If tenacity wasn't complete dribble then upgrading VIT accessories would mean increased health from more vitality and reduced damage taken and a slight increase to damage dealt from tenacity.

I think what he means is that the metric in which to judge a Tank should be some sort of mitigation. Be that though skills, gear, etc. IMO a lot needs to change if SE wants the "tank dps" mindset to go away, its a fundamental problem in the Tank skills / game mechanics. Simply taking away the damage and giving us a tenacity stat without doing much else isn't enough.That's what I'm saying. Mitigation isn't a metric. If I can tank the content to get me the higher vit gear, I don't need the gear to tank the content. it doesn't make clearing the content go any faster. It isn't any more satisfying taking a tank buster with higher vit. It just means I can start ignoring mechanics and be lazy.
Yeah I really like the way TERA did it, in which a perfect tank would take 0 damage. It says a lot about game design when a good tank is almost solely measured by how much DPS they do. That being said, the meta in TERA is also tanks doing a large amount of DPS.I think what he means is that the metric in which to judge a Tank should be some sort of mitigation. Be that though skills, gear, etc. IMO a lot needs to change if SE wants the "tank dps" mindset to go away, its a fundamental problem in the Tank skills / game mechanics. Simply taking away the damage and giving us a tenacity stat without doing much else isn't enough.
However I don't see them going the route TERA did because it had a pretty high learning curve.



Following that logic, what's the point of gearing up with +damage? You can clear the content without that shiny new gear and it won't do anything for you. There's nothing satisfying about dropping an instance two seconds faster or getting a crit with 50 more points of damage.That's what I'm saying. Mitigation isn't a metric. If I can tank the content to get me the higher vit gear, I don't need the gear to tank the content. it doesn't make clearing the content go any faster. It isn't any more satisfying taking a tank buster with higher vit. It just means I can start ignoring mechanics and be lazy.
Actually, there is xD you feel better cuz you hit harder hence finish stuff faster...Following that logic, what's the point of gearing up with +damage? You can clear the content without that shiny new gear and it won't do anything for you. There's nothing satisfying about dropping an instance two seconds faster or getting a crit with 50 more points of damage.



Nope. I couldn't care less. 41k, 34k, idgaf what the numbers are so long as the thing dies. Why? How is that fun when I couldn't care less about epeen?
Hell, I turned off floating numbers because it's pretty pointless.
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