
A total of 12 changes have been made to all tank role abilities, shared and individual, that directly impact defense.
A total of 6 changes have been made to all tank role abilities, shared and individual, that directly impact offense.
You are objectively and factually wrong. Source: https://gamerescape.com/2017/05/30/f...nalysis-tanks/




dark side is now a stance since 4.0. it was a buff in 3.0 wich you had activeley work for to keep it up. but now it never falls off, not even when your MP hit 0. there is nothing wich sets the 4.0 dark side apart from any other stance, so it actually must be a stance now.


I am under the assumption that a stance is a state a character is under and cannot be active at the same time as another stance(Grit).
Ofcourse this is just arguing semantics at this point.




Neither Dark Knight nor Paladin are nearly as punished for switching stances. Warrior, meanwhile, has half it's kit built around being able to go into Deliverance. It can't even use it's strongest base potency ability without switching whereas Souleater ignores Grit entirely and Holy Spirit can still be used. Forcing a penalty to stance swapping just encourages more Warriors to stay out of Defiance indefinitely. Granted, I dislike the GCD cost for the other two tanks, but it's a much smaller hindrance.Quietus change is probably to discourage dropping Grit to get MP from Blood Weapon so it at least makes sense. Unexpected, but IMO a good change.
All told, I feel the tank adjustments are incredibly stupid and DRK definitely got the shortest stick. SE could really use some new blood on their dev team or at least to bring in some players as testers or to be involved in development so they don't keep doing stupid things. I still maintain that making WAR stance dancing totally free without making at least some adjustment to the penalty on DRK and PLD (lol gauge buff on PLD misses the point entirely) is also bad and that they know it's bad and don't care.
It just feels like they screwed up and have no ideas so they're just backtracking a little bit to 3.0 (which was sooooo good. Not like they rushed 4.0 out because it was a disaster or anything). Seriously, is this all they can deliver after 2 years of (apparently empty) promises?
No offense, but claiming we're back to 3.x tells me you're missing the forest for the trees. 3.x Warrior was the undisputed king. Not bringing a Warrior was a pointless hindrance on the raid since it either made the Ninja suffer a DPS loss or the entire group lose slashing. Even with the changes seen in 4.05, it's still debatable whether Warrior's better than either of it's counterparts. That's a far cry from where it used to be.
Last edited by Bourne_Endeavor; 07-21-2017 at 07:14 AM.
I did not realise how much effort goes into making text fancy and legible. But that's only true if the buffs are additive; I'm pretty sure they're multiplicative, so you actually deal 0.96 of normal damage.


I personally really love the change to Quietus.
I have so much mana on some pulls now I can barely spend it.
While 99.9% of the DRK will not agree, I personally wouldn't mind swapping the dmg for better tanking effect on bloodspiller when I'm under Grit.
The fact that it only does dmg without any other effect is weird to me (when MT).
I like to be a wall when I tank. I want to really be super tough. Unfortunately all my bloodskills don't help me achieve this goal. Except Quietus which allow for more DA Abyssal Drain and Darkest Night.

The Quietus change was rather decent.
I'm staying slightly optimistic that they are adjusting tanks with every patch meaning we'll get our big one soonish(tm)




AST was the whole 3.x patch cycle capable to be in Nocturnal or Dirunal AND Cleric Stance at the same time. aren't that stances too? Nocturanl and Dirunal cancel each other out, so Cleric Stance was just a buff too back then?
however, i should say something to the topic i guess >.>
i like the new Quietus too. with the additional mana i can use Dark Arts + Abyssal Drain more often wich can fill the lack of defense for dungeon pulls a little.
however, i think it's hillarious how they nerfed / nearly took away the mana regen from blood price to replace it with a blood regen and 2/3 blood gauge skills shift the blood then back to our mana pool. this feels like a design flaw and makes mana management unnecessary more complicated just for the sake of having the blood gauge.
Last edited by Tint; 07-21-2017 at 06:12 PM.
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