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  1. #20
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    WAR hasn't been gutted. Resource generation is faster than HW. The gauge is bigger, allowing you to bank double the resources. Storm's Eye has been lengthened by 10 seconds, allowing you to do a 1:2 rotation comfortably and allowing you to fit a Berserk inside it without reapplying the buff mid-window. Defensive buffs have been uncoupled from Berserk, and the pacification penalty has been removed. The actual Berserk rotations themselves have been mostly reduced to Fell Cleave spam. Unchained and IR are free, where Unchained would have previously have cost you 5 stacks (50 gauge). WAR gained access to Rampart. I would have been in agreement with you if this were 4.01, where there was still a resource cost attached to stance dancing (although DRK had, and still has costs attached to stance usage). But for all the dev interviews leading into SB stating that "WAR is too flexible, so we need to tone them back some to bring balance to the tanks", none of those changes actually ended up sticking. The main difference from HW is that WAR isn't completely uncontested for the top spot, due in part to a significant PLD overhaul. Nerfing PLD's dps, as this thread demands, would very quickly change this for the worse.

    While DRK has its share of issues, I don't think it's unfixable, and some degree of change was required. The parry mechanics never really fit the job, and WAR has the best parry ability in the game anyways (along with a parry buff on their tank stance, oddly enough). I think that a change in identity was in order. The focus on resource management was a good choice. The problem is that we've gone from being a job with high sustained dps and low burst to offering something more in the middle ground, but Delirium doesn't have enough of an impact on our burst to compensate. Likewise, the idea of tying in resource management to mitigation is fine, but when you're already at a dps disadvantage, spending resources/potency on an essential mitigation cooldown sets you back even further. This isn't about giving out vague "buffs": there are some very specific things that you can improve to make the performance results similar, without requiring a massive overhaul. I've detailed these in the rework thread. Change is needed, but it's still extremely fun to play.

    I've said this before, but people keep throwing around the word "utility" without specifying what they mean by it. If it's raid mitigation, both DV and PoA together make PLD important defensively in prog, but individually, they're on 120 second recasts. I think it wouldn't really have been an issue if they'd done something different with DV, but that's just me. But we don't need every tank running around with a DV clone; that defeats the purpose of making Reprisal cross-role. If it's single target shielding like Intervention, that you're talking about, you'd probably have to crop back WAR's defensive cooldown set first, as it's the tank with the most personal mitigation by a sizeable amount. I can't think of anything else that you can copy over that hasn't already been done. WAR got a gap closer, knockback negation, an oGCD personal esuna, an additional 300 potency oGCD that is more potency efficient than Fell Cleave, and a whole lot more burst. What, were there not enough toys under the tree this time around? Hang on to your receipts, it's time to cash them in for something even better. If we can even figure out what "better" actually is.

    Before you talk about "real utility", let's start by specifying what you actually want. Preferably in terms that offer greater clarity than "all the toys!"
    (5)
    Last edited by Lyth; 08-20-2017 at 03:40 PM.