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  1. #6
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by ADVSS View Post
    Best solution: scale damage with Vit and change the weakness to deal det down, similar to titan hm gaols.
    Unless we also turn Determination into an insanely powerful stat, you're essentially weakening the penalty that's supposed to come with dying. And in doing that, you say "hello, zombie strats".
    Runner up: Add strength to fending accessories. You HAVE to scale tanks damage some kind of way, or else youll be placing enmity buffs on them every patch cycle, thats too much of a headache to even bother with. Stop the madness.
    I can agree with this, though I am of the opinion that main stats should not be on accessories at all.
    Next on the list is tank balance. It can be done many ways i personally like having a niche or identity for them, thats not as seriously vague or boring as "this the magic defense tank" "and this blocks physical attacks" "and this one deals dps. oh we gotta fix that" being that all tank gear gives the same amount of phys and magic defense, lets just stop that nonsense and go straight for what makes a tank and what doesnt.
    I'd personally focus on the gameplay of each while aiming to make the tanks interchangable. From something I wrote on the matter:
    Quote Originally Posted by Duelle View Post
    Tank 1: Passive mitigation via a defensive stance. General-use cooldowns that mitigate big hits.
    Tank 2: Active mitigation tank. Has to manage resource recovery and generation in order to mitigate hits on set intervals, with abilities that can be used to survive tank-busters. Mathematically is the same as tank 1, but has to press more buttons and keep an eye on resources to be competitive.
    Tank 3: Upkeep tank. Relies on secondary effects from attacks in order to achieve mitigation (certain attacks grant Defense Up, Evasion Up, Parry Up and so on). Mathematically the same as tank 1, but is much more reliant on their physical attacks to also allow them to reach the intended levels of mitigation.

    Tank 1 is perfect for someone like me, who likes simple and straightforward gameplay. Tank 2 is more for the risk/reward type of player. Tank 3 is for the player that likes to constantly press abilities.
    Quote Originally Posted by eagledorf View Post
    I mean, it would actually be simple for them to force us to use the tank stance, just make all enmity modifiers conditional to the tank stance and/or add a hate dropper on the DPS stance. Like literally make it so you only generate 50% of a DPS's hate in DPS stance, then people will spend a lot more time in tank stance. They could also increase our DPS stance damage without much problem then since it will only be usable while tanking so you won't have that problem where MSQ takes forever on a tank.
    Not without restructuring every tank in the game. The reason they haven't locked enmity bonuses behind tank stances is because it messes with low level tanks. A GLA or MRD tanking Sastasha-Totorak would have almost no way of holding a mob's attention until they unlock PLD/WAR to get Shield Oath/Defiance.

    And trust me, I've been asking for them to do this for a while now.
    That ship has sailed though, tank mains expect to do good DPS
    Not all tank mains. For those of us who have tanked in the past and remember it (my Shillien Knight taking forever to kill things, as did my Super Strength/Invincibility tanker, as did my WoW prot warrior during vanilla and TBC, and my tank-specced Jedi Guardian, to name a few), it's just business as usual. Any increases in damage are appreciated, but we sure as hell don't forget we're there to take hits.
    (2)
    Last edited by Duelle; 07-07-2017 at 06:52 PM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)