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  1. #1
    Player
    ovIm's Avatar
    Join Date
    Oct 2014
    Posts
    777
    Character
    Vim Mercer
    World
    Alpha
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Lyth View Post
    The main problem that I have with the word "utility" in these discussions is that it's often used to describe things that often don't confer a benefit. I can shield a WAR with TBN on a tankbuster for 25% of my MP and a minor dps loss, but there's no point in doing so if they're more than capable of surviving on their own by having access to largest free mitigation suite in the game. It's fun, yes. If it's balanced as a dps gain (as it was in 4.01 for a whopping 4 potency per use), then it's just a personal dps gain, not utility.
    See, the thing is, as much as utility might or might not benefit a group, and I agree that PLD utility is situational and will become less and less required the better a fight is learned, the main discussion point here is balance. Balance is achieved when all things, added up, have a value that is about the same. The only differentiating factor between WAR/DRK and PLD are those few skills. That means PLD has something the others do not, and that puts him in a must have position, something we wanted to avoid. People bicker about this point because we are back in a 3.x situation that we did not want to have again. I was a WAR main and i absolutely despised the fact that not all combinations were perfectly viable, and that WAR was a must have OT in every raid. That made the game stale imho.

    Quote Originally Posted by Lyth View Post
    The discussion of raid mitigation tools is a valid one that affects both WAR and DRK. I think that it would be less of an issue if PLD didn't have both Passage and Veil. But you also can't balance this against personal and raid dps boosts.
    You are absolutely right there, I agree with you. I think this is the general issue people have here, though it gets worded and filed under "utility".

    Quote Originally Posted by Lyth View Post
    You can call 100% uptime buffs like Maim "synergy" or whatever cute phrases you like, but when they're mandatory for at least a quarter of your raid group, they still influence comp meta. Personally, I think that these should have been removed outright along with the old 100% raid mitigation buffs, like HW's Path and INT down buffs. This is not active synergy. You might as well make it a trait: 'Must bring one of these three jobs to enter instance'. The slashing buff was one of HW's major balance problems, and it still hasn't entirely gone away.
    Another point I agree with. There is no point to have "mandatory" debuffs to maintain, as that limits grouping options and favors some compositions over others. The slashing debuff they could have removed just as much as the int down debuff.

    Quote Originally Posted by Lyth View Post
    Pretty much any attempts that the devs made to rebalance WAR with the other two tanks at the start of SB has been reversed, and then some (now with even more Fell Cleave bot spam). The bigger issue, however, is the fact that they've shown a willingness to capitulate to the demands of an outspoken playerbase, and the loudest voice inevitably wins out. Don't like an ability? Complain about it and design a completely new one. Instead of seeing discussion on how to actually play the jobs better and tackle these supposedly 'difficult optimisations', we're instead inundated with Shake it off design contest threads.
    Well, I have made an entire thread about what I think about Fell Cleave spam on WAR, but the tl;dr is that I think that IR reduced the WAR from a versatile tank to a class that spams fell cleaves, something I find extremely boring. Current DRK gameplay and proper usage of TBN is way more interesting and rewarding than getting ready to press 1 button 6 times imho, though it seems like SqEx is still unsure about wether TBN should be a personal gain or a loss.
    The change to the stance dance penalty however was well required, and I am glad that the devs did listen to player feedback here. Of course I do hope that the devs dont just blindly follow the forums but evaluate player opinion, same as what happened with Mch back in 3.x (remember Yoshi-P saying "you are not playing the job right"?)

    Quote Originally Posted by Lyth View Post
    It gets tiresome after a while, yeah?
    I understand what you mean. Currently, the forums are full of feedback and change proposal threads. However, that also means that the playerbase cares enough to spend their time doing this. I have only started posting on the forums because of SB, because I believe that with good feedback and positive thinking, you can assist the devs in finding issues that they might not have seen.
    (0)

  2. #2
    Player
    SyzzleSpark's Avatar
    Join Date
    May 2016
    Posts
    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
    Main Class
    Summoner Lv 66
    Quote Originally Posted by ovIm View Post
    seems like SqEx is still unsure about wether TBN should be a personal gain or a loss.
    Just going off those graphs that Lythia posted, its clear they have plenty of room to allow it to be a personal gain.
    (1)

  3. #3
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,893
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by ovIm View Post
    ...
    There are two problems with talking about "overall balance" when it comes to tanks. First, there are some things that you just can't do a proper comparison on. How does more frequent raid mitigation compare to higher raid dps? You can strike a balance between personal and raid dps, but when you add mitigation and self-healing to the mix, it becomes a comparison between apples and oranges.

    Second, as a tank, you can't afford to fall too far behind in any one area. It's possible to be overpowered in one domain and underpowered in another. They tried this with the "physical tank" and "magical tank" in HW, but it just encouraged players to swap jobs on a fight-by-fight basis.

    There are a few different domains in which need to be balanced independently: raid dps, personal mitigation, raid mitigation, and self-sustain.

    With regards to TBN, I don't think the devs are specifically balancing around it. The value of TBN depends on the relative potency of Bloodspiller to that of your average combo action. Make Bloodspiller more powerful, and TBN becomes more powerful. Make combo actions more powerful, then TBN becomes less so. What happened over the past two patches is this: in 4.01, Bloodspiller was buffed out of Grit. This made it a dps gain on average. In 4.05, SE was buffed. This made it a dps loss on average. In both patches, it is never a consistent gain or loss, either, as it depends on which GCD combo action it replaces.

    What probably happened was this. The devs created an ability which blocks an attack for either yourself or a friend. And when the shield shatters, you launch into a counterattack! That feels pretty fun! And they probably didn't think about it a whole lot further.

    The problem is that most of DRK's new actions are interrelated, so flat potency gains just shift around your priorities, rather than giving you the needed dps boost. DRK's issues at the moment are resource related, rather than potency related. That's why the Quietus change made such a fantastic difference to DRK's AoE gameplay. MP is potency. Blood is potency.
    (9)