I agree some minor mitigation would be helpful, such as 10%. Otherwise I feel a Clemency buff will assist with this, as Cover and Clemency are and should be frequently paired.
Team Hello First Time - Fan Fest 2016 Feast Exhibition
Team Stoodges - Crystalline Conflict Community Cup 2025
Warrior feels pretty unhealthy now that it's actually able to CC people. 10% damage is a lot more than 10% healing potency as far as burst is concerned, especially for classes like DRG or BLM, who have higher base potencies but fewer modifiers. Some warrior changes I would like to see would be like:
- Onslaught:
Cost changed from 20 Rage to 300 TP
- Butcher's Block:
Damage amplification reduced from 10% to 5%. Maybe also generates 20 Rage?
- Thrill of War (new action)
- 20 sec CD, costs 20 rage
- Increases target player's current and maximum health by 15% for 6 seconds.
Nerf TBN down to a similar level, and possibly also change Clemency to be % based as well.
e:
TBN: 20% target's HP SHIELD
Thrill: +15% target's HP (+10%?)
Clemency: 20% target's HP HEAL, 10% PLD Heal
Last edited by Kyani; 09-02-2017 at 03:23 AM.
This is exactly a problem that needs to stop existing. PLD's current self-sustain is ass, and this would make it even worse.
There's no need to touch TBN's potency, otherwise it'd be worthless. The only thing that can be looked at is its recast.
Team Hello First Time - Fan Fest 2016 Feast Exhibition
Team Stoodges - Crystalline Conflict Community Cup 2025
Warrior issues:
1) It takes too long to fill up the gauge. You need to perform 3 GCDs before being able to use Upheaval/Onslaught and 6 to use a Fell Cleave/Inner Beast.
2) Onslaught competes with your other abilities by draining the Beast Gauge. This makes it even harder to set up for bursts.
3) Self-sustain is difficult.
4) Hard to defend your team when you're in the lead and 3/4 of party has at least 1 medal.
Buff the amount of beast gauge filled by attacks.
Have Storm's Path recover a decent amount of HP.
Have Onslaught cost TP/MP. If TP, have it cost 150-170 TP and have Tomahawk's cost around the same; that way, they don't empty your TP too fast.
It would help Warrior by giving it the ability to:
-Peel more often with Onslaught without the heavy punishment of losing 20 gauge.
-Defend itself with Inner Beast faster when getting bursted.
-Gain 100% Beast Gauge faster for Inner Releases.
-Lessen the competition between each skill that consumes Beast Gauge.
Hm? Right now, Clemency is either 2k on a party member (~18% - ~14%) + 6.5% of a PLD's health bar, or 2k on the PLD. I'm suggesting that it go up to 20% on a target, and always 10% on the PLD, regardless of who's healed - a significant buff from the current numbers.
Also, TBN's nerf doesn't have to be to potency - just bringing its cooldown up would do a lot to reduce its power. The list was just to contrast the 3 as being similar yet different.
If I had my way it'd be normalized to the target's HP, or at least a fixed value. Variables like that tend not to be balanced for all classes - a 3k shield on an 11k HP target is a lot more powerful than one on a 14k HP target.
That's also sort of a problem with Scholar right now (Shields having a disproportionate effect on ranged), except Scholar actually makes a trade-off for the shield, and DRK most definitely does not.
Last edited by Kyani; 09-02-2017 at 06:30 AM.
It's no stronger on a ranged than it is a tank if everyone's taking the same amount of damage (which they are, barring any active mitigation). I don't think it should be based on the target's HP.
The way the 50% Clemency bonus works makes it weird to just add potency to the spell. If it went up to 3k potency (which I think it should), then the PLD would get 1.5k in return. With how much damage actually goes out, the stop-and-cast nature, and the fact PLD is pushing out less damage than DRK, I think that potency is okay.
The alternative, as posted, is allowing the 50% to apply on self-Clemencies, but it would still leave it to be lackluster on party members.
Team Hello First Time - Fan Fest 2016 Feast Exhibition
Team Stoodges - Crystalline Conflict Community Cup 2025
This makes a good point. Clemency right now is just not worth using and it wastes your MP if you need to cast it a ton for a decent heal. Add that to the fact that you are immobile and not attacking while you cast, the +2k heal feels less than what you're giving up. I think they should just add 2-3k Potency to Clemency to give it that punch that it needs. This would also help mitigating damage while under Cover.The way the 50% Clemency bonus works makes it weird to just add potency to the spell. If it went up to 3k potency (which I think it should), then the PLD would get 1.5k in return. With how much damage actually goes out, the stop-and-cast nature, and the fact PLD is pushing out less damage than DRK, I think that potency is okay.
The alternative, as posted, is allowing the 50% to apply on self-Clemencies, but it would still leave it to be lackluster on party members.
pllays plays and more plays..
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.