You can't say that tanks are balanced solely because they are very close to each other in terms of DPS only. There's more to tanks than just their DPS. It's like if all DPS classes had exactly the same DPS, would you say that they'd all be balanced ? Would SAM, MNK and BLM having the same DPS as the likes of NIN, BRD and MCH be balanced ? No. It's the same for tanks.
I'm in the same boat as you, I'm actually looking forward to levelling a dark knight from scratch just because I got a glamour sword from one of the new FATE's! I forgot what it's called, but the FATE boss looked like those huge iron giants from FFX lol. I currently main Paladin but I actually want to change to a "lesser" tank.
I was replying to the topic "Paladin too overpowered, nerf their damage output!"
I do understand that there is more than just dps numbers.
There are not balanced in terms of easy to play = doing same as a job that is hard to play.
You feel that there is no reward in playing a harder job.
Last edited by Yeol; 08-11-2017 at 06:59 PM.
The problem is that paladins have way better raid utility compared to the other tanks, someone posted some numbers on DPS and he/she said they are balanced in DPS. My problem is that Paladins (PLD) have BETTER raid utility and feel superior in terms of being a solid tank. For example I remember Yoshi p saying something about samurai having the highest DPS due to its zero raid utility skills, this applies to tanks aswell. The problem with the tanks is PLD is superior on all parts, making the class itself overpowered. I'm frustrated because warrior has no raid utility over the other two tanks. DRK has Blackest night and some other utilities which are unique to the class and where is war? This is why war should be superior in either buffing their DPS up to pld, or give them Raid utility. Atm they fail on all fronts.
Interesting graphs. Does this consider just OT or just MT? or either position? I guess most DRKs will be MT anyway.
Since TBN isn't much utility (not even a personal DPS gain out of grit), going by those observations DRK would need quite a damage boost or at least equal utility as PLD (and we all know that won't happen).
It's fflogs percentiles graph so it considers both MT and OT, which is probably why war is easily above the other two at lower percentiles since many people are still stuck with the war OT pld/drk MT mindset (which is completely wrong, since pld is absolutely the best OT right now).
3.0's meta revolved around dealing as much damage as possible. PLD didn't have a way to circumvent the built-in limits from Shield Oath the way WAR did (because swapping out of Shield Oath cost MP, broke combos and cost you a GCD), so they got hit the hardest and fell under the most scrutiny during Heavensward. Gordias being designed for DRK didn't help, between DRK's higher DPS potential (which helped with the DPS checks) and magic tankbusters for it to mitigate. That people decided that Divine Veil and Clemency were worthless because they couldn't be used all the time was the nail in the coffin at the time.
Basically, a good chunk of the post-Gordias patches and hotfixes involved the devs attempting to move PLD in a specific direction in response to the meta that was forming. This includes the buffs to Royal Authority, Goring Blade, Circle of Scorn and changes to Shield Swipe (memory's fuzzy, but I know they also did something to Shield Oath's damage penalty). And the reason for that was PLD not dealing enough damage.
Raw Intuition is a click-to-activate mitigation cooldown. It's a frontal physical damage Rampart because of parries being capped at 20% mitigation (which already outclasses Bulwark due to being 100% proc rate and having half the cooldown).WAR does not have a single unique CD that does not involve either taking damage or dishing out damage excluding two (something the other tanks share). They are on a low CD because everything about WAR is based on taking damage and dishing it out unlike PLD and DRK which have skills that give them sustain or reduction without damage being a factor.
Vengeance only dishes out damage when you take a hit. Remove that aspect and it's no different from Shadow Wall (it's actually better because it has a 120s cooldown compared to Shadow Wall's 180s cooldown and lasts 15s instead of 10s while offering the exact same mitigation).
Thrill of Battle is not dependent on you dealing or taking damage. 20% extra HP doesn't sound like much until you factor the boost from Defiance.
Holmgang might be the only ability that shows its worth when taking damage, since hitting that invincibility threshold (1 HP) is the only way you can tell the ability is doing its job.
That's no different from any other cooldowns. Popping Sentinel during a no-damage phase is as useful as popping Raw Intuition during same.The 100% parry is really good...but it also requires you to be taking damage to even work.
This is only because of what was done to Defiance with the expansion (which was either an oversight or because the devs thought abilities doing increased healing to WAR was overpowered somehow). Pre-Stormblood, Defiance's HP boost plus the bonuses to healing received gave WAR the exact same eHP as a PLD in Shield Oath. In fact, we had that discussion for a while to squash the misconception that WAR was an off-tank or should not main tank because of Defiance offering no passive mitigation like Shield Oath.It also has by far, the worst tank stance in the entire game, one that is not affected by effects from abilities (like SCH's fairy healing doesn't give the 20% extra healing the tooltip says it does). The only time it ever gives an equivalent amount of damage reduction is when WAR is at full health with defiance on, at any other point it's worse then PLD/DRK's stance.
If all three tanks have baseline 20K health, that means that PLD/DRK would take 20% less damage in Shield Oath/Grit while having 20K HP. A WAR in Defiance would have 25K HP (24K pre-Stormblood) and the bonuses to healing received. The PLD/DRK would take net damage of 16K damage assuming no adlo, having 4K HP left. The WAR would take the full 20K and have 5K HP left. They'd be fine.For instance lets assume all three tanks have 20k health. if an attack that does exactly 20k hits DRK/PLD with their stance on, they will survive it. If it hits WAR with their tank stance on they will die.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
If anything I'd say defiance is very powerful in progression, where there are a lot of "oh shit" moments where parts you plan to be in dps stance go wrong and you have to immediately go into tank stance. Combine that with equilibrium for hp top up and inner beast for the next few seconds, and on top of that the lack of cost to switch back to dps stance, those make war really good for progression. You are absolutely right that we cannot see defiance vs grit/shield oath in a vacuum, since we have inner beast and equilibrium locked behind it. On the other hand, as a war staying in tank stance costs more dps than the other tanks, even back in 3.x so if you stay in defiance all the time you're punished harder than the other tanks in terms of dps.
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