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  1. #1
    Player
    ADVSS's Avatar
    Join Date
    Mar 2016
    Posts
    2,397
    Character
    Advent Shadowsoul
    World
    Zalera
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Chevronone View Post
    If only SE actually communicated with their players...
    They are trying too, we just have too many questions lol

    http://forum.square-enix.com/ffxiv/t...=1#post4263595

    This answer though, it can be pretty conflicting. On one hand they boost the enmity generated from the enmity combo openers, to help "newer tanks with aggro"(more dps stance uptime.)
    On the other hand Vitality is definitely not going to affect tank performance, or scale their AP/performance with it.
    They dont want tanks to have inflated HP
    They dont want healers to be burdened with tanks having lower HP (from using Str accessories.)
    They dont want tanks to not have scaling enmity or difficulty holding aggro
    They dont want tank damage to increase or scale with other jobs damage stats(no Str on right hand side)
    (2)
    Last edited by ADVSS; 07-12-2017 at 05:48 PM.

  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 ADVSS View Post
    On one hand they boost the enmity generated from the enmity combo openers, to help "newer tanks with aggro"(more dps stance uptime.)
    They didn't do that for more DPS stance uptime. Every skill that has its enmity boosted is a low level skill. They want to help enmity management for tanks that don't have their tank stance yet.
    (5)
    Last edited by Reynhart; 07-12-2017 at 06:25 PM.

  3. #3
    Player
    Waliel's Avatar
    Join Date
    Aug 2013
    Posts
    1,153
    Character
    Waliel Hla
    World
    Cerberus
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Reynhart View Post
    They didn't do that for more DPS stance uptime. Every skill that has its enmity boosted is a low level skill. They want to help enmity management for tanks that don't have their tank stance yet.
    Make tank stances level 15, lock all skill enmity modifiers behind tank stance, make DPS stances level 30, and otherwise shuffle the skills around if needed. Something like that maybe?
    (4)

    Yoshi-P is doing his best and is patching Endwalker. Please wait warmly until it is ready.

  4. #4
    Player
    ADVSS's Avatar
    Join Date
    Mar 2016
    Posts
    2,397
    Character
    Advent Shadowsoul
    World
    Zalera
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Reynhart View Post
    They didn't do that for more DPS stance uptime. Every skill that has its enmity boosted is a low level skill. They want to help enmity management for tanks that don't have their tank stance yet.
    That wasnt their intention, no, but it did exactly that.

    Quote Originally Posted by Waliel View Post
    Make tank stances level 15, lock all skill enmity modifiers behind tank stance, make DPS stances level 30, and otherwise shuffle the skills around if needed. Something like that maybe?
    This would do the trick instantly.
    People would still attempt to dance, but itd be extremely challenging and risky.
    Even if enmity scaled with AP(damage really) it wouldnt be modified outside of Tank Stance
    (1)
    Last edited by ADVSS; 07-12-2017 at 07:04 PM.

  5. #5
    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 ADVSS View Post
    That wasnt their intention, no, but it did exactly that.
    Yes, it was :
    ■4.01 Adjustments■
    Ahead of 4.05, we will be making enmity-related adjustments for the three tank jobs. In light of the large amount of feedback we have received, we will boost the effect of enmity-generating combos and AOEs in order to make enmity management more predictable during the lower levels and while leveling.
    The "while leveling" refers to dungeons where you'll probably end with severals mob on you at the same time, that's why they increased the enmity for Flash, Overpower and Unleash. And we all know that DPS stance uptime is vital for sack pulls, right ? And I suppose a SwO PLD using Flash does more damage than a ShO PLD using Total Eclipse too, thanks to its DPS stance, right ?
    Quote Originally Posted by Waliel View Post
    Make tank stances level 15, lock all skill enmity modifiers behind tank stance, make DPS stances level 30, and otherwise shuffle the skills around if needed. Something like that maybe?
    Frankly, since classes lose more and more impact, they could simply do that, or even give the stance at level 10 for the first guildhest. If they want to enforce tanking in tank stance, they could also go as far as completely removing the enmity combos, since people tend to avoid them as much as possible anyway. 2 combos for PLD, 2 for WAR and a customizable one for DRK, there you go.
    Quote Originally Posted by Soraki-Muppe View Post
    SE have a vision, they want tanks to tank in tank stance and mitigate damage, yet they design their fights so that even tanks who does nothing beside activating their tankstance can complete them, this in turn leads to players who know how to use their def cooldowns tanking in dps stance as they know how to mitigate that damage without using tankstance.
    That's why I can't wait to see how Omega Savage will be. If it uses really tight HP checks, then SE's vision on the meta will be clear. And since it's Savage content, people can't reply that "They won't do that because casuals wouldn't be able to clear it..."
    (0)
    Last edited by Reynhart; 07-12-2017 at 07:56 PM.

  6. #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 Reynhart View Post
    Frankly, since classes lose more and more impact, they could simply do that, or even give the stance at level 10 for the first guildhest. If they want to enforce tanking in tank stance, they could also go as far as completely removing the enmity combos, since people tend to avoid them as much as possible anyway. 2 combos for PLD, 2 for WAR and a customizable one for DRK, there you go.
    You don't even need to go that far. A GLA could have a damage combo of Fast Blade => Savage Blade => Rage of Halone, which after unlocking Shield Oath becomes an enmity combo. In turn, a new damage combo (that deals higher damage) comes in to fill that gap, making gameplay about flowing between the enmity combo to hold the mob's attention and using a higher damage combo to deal a bit of extra damage.

    The same could be done for WAR and DRK (DRK already does this, but it is heavily tied to Dark Arts).
    (0)
    * 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)