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  1. #11
    Player
    Seku's Avatar
    Join Date
    May 2015
    Posts
    583
    Character
    Seku Halvone
    World
    Balmung
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Reynhart View Post
    Personally, it's because I don't care about any damage modification based solely on gear.
    And that's even before mentioning that turtle tanking has more appeal to me since I admit it's only a personal preference.

    If the enmity dump skills are enough, then the main concern of this topic is a non-issue...which it already isn't since we have a huge enmity generation anyway.
    Your argument makes 0 sense. You want them to nerf tank damage, because you prefer to sit in tank stance when there is 0 reason to, unless you're running with a healer that can't keep you up? -- makes 0 sense.

    Just because you don't care about contributing to your group through damage, while still meeting tank buster checks and keeping aggro, doesn't mean other's don't. As for your rotation and cool downs, it's not hard to memorize out going tank busters. I'd hope you know your rotations and cool downs, as that's the bare minimal for any fight and for any role, the entire system runs on a clock and burst windows.

    The main concern of this topic won't be a issue for a very long time, as stated multiple times by the OP. They are just trying to address a possible issue that can become huge..

    But bringing down tank damage for the sake of forcing people into a other wise non desired stance is purposely being ignorant. Damage should not be nerf, out going damage to the tanks should be increased to give meaning to defensive stances and defensive stats. Though the only time this is seen at is during progression.

    Quote Originally Posted by Shinkyo View Post

    Consider this, a Tank and a DPS are given a project (upgrade their accessories) for an end reward of X attack power (being different values for Tank/DPS).
    The DPS is offered 20% of the payment for each milestones (accessory upgrade).
    The Tank is offered 75% as upfront payment before starting the work, and 5% for each milestone.
    Both get their due reward at the end of the day.
    The "X" in this equation is what matters the most. The tank is offered 75% upfront. But 75% of what and an additional 5% of what? If the variable "x" for attack power is 50 for tanks, but the DPS attack power variable "x" is 200, as that's their payment for each patch cycle of gear, then the gap between tanks and DPS increases each patch cycle, instead of staying a static amount different from each other.

    As for you being confidant in what SE is going to do, that's cool. But really no one knows what their going to do until they do it.
    (4)
    Last edited by Seku; 07-21-2017 at 06:45 AM.