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  1. #1
    Player
    Praesul's Avatar
    Join Date
    Jan 2014
    Location
    Ul'Dah
    Posts
    365
    Character
    Praesul Presul
    World
    Balmung
    Main Class
    Warrior Lv 100
    Dark Knight
    I actually really like how DRK works this time around. I kinda miss the "debuffer" status it had in HW, but now it really is more of a hybrid PLD/WAR. It has tools that both the other tanks have, but it can't use them consistently. Sole survivor is good, but it doesn't have the uptime of Butcher's Block, you could keep it up on a priority target and really build up the pressure, but as a DRK you have to be a bit careful when you use Sole Survivor and on who, lest you just waste it. And while the Power Slash debuff is powerful, it doesn't have any damage reduction like PLD's Halone and also doesn't debuff healing power, just healing recieved. I like that it's useful to put on any target regardless, you'll always get something out of it whereas with Power Slash if you put it on the healer when they're not the target, it does nothing, and if you place it on a non-priority target, you gain no benefit either.

    I also think people really overvalued Unmend. I don't feel like it was worth spamming on cooldown even though the option was definitely there, I think it just came off as very effective because all people have played are low level matches where people recklessly run in and don't pay any attention to their own team's healer. If anything spamming it was an unnecessary MP drain. It meant less uptime on Power Slash since you needed to recover MP with Souleater more. Now it forces players to use the ability properly and time it for the right moment, while also allowing them to make more use of the Power Slash debuff with less MP strain.

    Oh and Suhr brought up that the DRK stun is 750 potency instead of the other two's 500. This is...odd, and should probably be brought down to 500 just for parity. It's really not a huge deal either way though it's just like ????

    Paladin
    I'll start off by saying I have the least experience with PLD this season. So I'm not gonna offer anything specific, just that I think they're in a pretty good spot. Any adjustments made to it I think, should be minor, otherwise being able to cover + heal people constantly seems like it'll be too over the top. You know...Kinda like last season. So if we're going to increase PLD's healing power or damage, it has to come at a cost, and nerfing cover a bit I think would be a fine way to do it. Especially since almost every GCD they use builds gauge, so they're not starved very often. I do agree that the CC change in HG was stupid. I'm assuming that instead of actually coding it differently to allow debuffs and resource spenders/generators to go through, because maybe that's more difficult to code than we think, they just went ahead and flipped a switch that kept the invincibility but allowed all detrimental effects to go through.

    Warrior
    Two things that stand out to me are....

    Maim: Why is this 750 potency? My guess is the devs wanted to keep WAR combo potency low because Butcher's block is so high + has a nice debuff on it, but I doubt a 250 potency boost on Maim would be make or break. WAR is supposed to be the damage tank, and while having all of their combos do the most damage in comparison to the other two tanks AND having access to a potent debuff and burst damage would be overwhelming, just a small boost on Maim wouldn't hurt.

    Storm's Path: This should heal, just like it's pve counterpart. WAR is the squishiest of all 3 tanks, having basically no on demand mitigation. Defiance doesn't reduce damage taken, inner beast comes with a hefty cost and is only available in defiance, and holmgang is also a CC tool on top of invincibility. A small heal on Path would be an okay change to make sure they're able to survive a bit more without having to commit too many tools to it, as for what percentage it should heal I'm not sure. They should be able to survive, but not as well as the other two. It's a tradeoff for the damage they deal. Also if storm's path heals, I feel like that would make the cost of inner beast justified, since using Storm's Path is your resource builder you want to be using it the most anyway. THAT or scratch the heal idea and have it generate 25 gauge instead of 20, this means a fell cleave or inner beast every two combos if you want to selfishly deal damage since two combos is exactly the amount of time for butcher's block to fall off, and with how dyanmic feast matches can be it's rare you'll actually be able to do 2 storm's path combos back to back without butcher's block falling off. It would also help survivability in defiance.

    Or we could just make storm's path heal for 100% but only in defiance. This means if you want to survive, you're really switching gears and sacrificing your damage to do it.

    So pick your Storm's Path poison.

    As for some other issues...

    Onslaught: I definitely agree that Onslaught having a gauge cost is silly. 20 gauge might not seem like much but it really limits your uses over time since gauge for WAR = damage AND survivability so every time you use Onslaught you lose out on both. Either increase the cooldown and take away the gauge cost, or leave the cooldown as-is but add a hefty TP cost (higher than tomahawk because onslaught is damage and an interrupt)

    As a not-so-serious suggestion, I think it'd be pretty sick if Onslaught also stunned but only if your target makes contact with a wall. Obviously some numbers would have to be changed around (like the distance someone flies back) but I think it's a cool concept since it gives a WAR presence, when one is on the enemy team you really want to stay away from walls or be careful when you line of sight 'cause it could really cost you.

    Upheaval: I think Upheaval is perfectly fine as-is, especially if some of our suggestions go through. Upheaval is a pure damage ability, and WAR already deals really good damage on their own AND increases their team's damage. Giving them more damage output seems scary to me, since Upheaval doesn't need to do much damage to be useful. Perhaps lower the gauge cost or lower the cooldown, since really you just want it to be available to help burst someone down with your team's damage dealers rather than wanting it to do a ton of damage on its own. WAR has high GCD damage when they've got butcher's block and fell cleave ready, and can do a ton of GCD damage when Inner Release is up, so increasing their off GCD damage doesn't seem neccessary.

    Tomahawk: I think it's fine. WAR shouldn't have amazing CC imo. It should have enough for them + their team to secure a kill, which holmgang and Onslaught already do. If we make adjustments to Onslaught (make it more powerful, or available more often due to a resource cost change) that would allow WAR to peel while keeping Tomahawk as a chasing ability.
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    Last edited by Praesul; 07-28-2017 at 10:56 AM.

  2. #2
    Player
    Atreus's Avatar
    Join Date
    May 2011
    Posts
    843
    Character
    Atreus Auditore
    World
    Jenova
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Praesul View Post
    Paladin
    Any adjustments made to it I think, should be minor, otherwise being able to cover + heal people constantly seems like it'll be too over the top. You know...Kinda like last season. So if we're going to increase PLD's healing power or damage, it has to come at a cost, and nerfing cover a bit I think would be a fine way to do it. Especially since almost every GCD they use builds gauge, so they're not starved very often. I do agree that the CC change in HG was stupid. I'm assuming that instead of actually coding it differently to allow debuffs and resource spenders/generators to go through, because maybe that's more difficult to code than we think, they just went ahead and flipped a switch that kept the invincibility but allowed all detrimental effects to go through.
    Agreed. Whatever improvement comes should be at the cost of Cover. It's like having one mechanic that's excellent paired with another that's clunky and unintuitive. The unintuitive nature of Requiescat is that it's meant to flow with other abilities but it doesn't. It only flows with Holy Spirit if anything and does nothing to assist with MP drought.

    Then you have Hallowed Ground which... why even bother.



    On Warrior, I kind of changed my mind about Inner Beast. The self-heal should probably equal or exceed Souleater, as Souleater also yields MP, which contributes to more Blackest Nights. HMM.
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