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  1. #11
    Player
    YitharV2's Avatar
    Join Date
    May 2017
    Posts
    468
    Character
    Arnar Grande
    World
    Ultros
    Main Class
    White Mage Lv 70
    Quote Originally Posted by Adachi_Ame View Post
    Yes, but a Bloodbath like effect would fit WAR core nature more accurately, imo. And really a single change to a single skill, is actually not that hard of thing to do. I'm suggesting a simple change that would give more of the self sustaining portion of it back. Because more health just means more health to heal. I mean compare it to the other two tank stances, what do they do? They mitigate the damage. While health increase mitigates it to a weaker degree while a heal on a fraction of the damage you deal along with it would add more mitigation while keeping to the aggressive playstyle of WAR.
    I see what you're saying, but I still disagree for the simple reason that Bloodbath (25% lifesteal) was not that strong in Defiance that it negated the necessity of the healing increase. And >unchained in 2017. Bloodbath was fairly strong in Deliverance though. In terms of identity I would agree with adding it as a buff (rather than removing the healing increase).

    I think you already got this, but I'll say it again. The way Shield Oath and Grit work is you take less damage so you take less hits. The way Defiance works is you have more HP so you can take more hits, but since you have more HP that HP has to be healed back. Without the healing bonus Defiance is not equivalent to Shield Oath and Grit, which is why Scholars don't like healing Warriors in Defiance.

    In the past, healing bonus depended on wrath stacks. There's a reason they moved it onto the stance itself.
    https://www.reddit.com/r/ffxiv/comme...g_with_20_war/

    EDIT:
    Quote Originally Posted by Shurrikhan View Post
    The question that's long been on my mind is whether that initial fixed 200 ms delay was necessary and merely designed around, or part of the intended design itself. Moreover, a "global" shared cooldown itself is not necessary for hiding internal server lag. An "internal" cooldown (also known as "animation lock", when not muddled in term with consequent "movement lock") can do the same. The longer the animation, while still allowing for sequential ability queues, the more ping the game can hide. I would figure that the animation lock or internal cooldown need be no more than one's turn-around ping + whatever calculation time the servers need to create, essentially a "condition received / sequential action ready" check to avoid difference in output over ping. But, I am entirely a layman in this subject, and other MMOs with considerably shorter animations still suffer from output variance even over relatively small ping counts.
    Just as a follow-up, I found this comment on Reddit as there some discussion in the Balance about the thread itself.
    https://www.reddit.com/r/ffxiv/comme...yable/dk7r1wg/
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    Last edited by YitharV2; 07-15-2017 at 03:28 AM.