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  1. #1
    Player
    Aana's Avatar
    Join Date
    Nov 2014
    Posts
    485
    Character
    Aana Azel
    World
    Exodus
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Mycow8me View Post
    I'm guessing it has something to do with discussions on the Japanese forums but here's something a discord friend linked me.

    Still begs the question. What exactly is 'hard' to use on war right now?

    The only thing that annoyed me about war in stormblood was running dungeons without flash to gather stuff and pulling adds with flash as they spawn in raids faster than target+long OP animation. Dungeons burns TP real fast to gather stuff with OP/Toma before you even start the OP train. (That and playing geometry simulator to hit mobs with a triangle as you sprint through them while accounting for lag). But I've been playing war since 2.0 so it didn't take much to readjust.

    TLDR: I miss flash lol.

    Maybe theres some obtuse aspect about war I'm missing since ive just played it so long. But it seems pretty straightforward to me.
    (1)

  2. #2
    Player
    konpachizaraki's Avatar
    Join Date
    May 2015
    Posts
    173
    Character
    Grandfall Fraxinus
    World
    Tonberry
    Main Class
    Warrior Lv 70
    Quote Originally Posted by Aana View Post
    Still begs the question. What exactly is 'hard' to use on war right now?

    The only thing that annoyed me about war in stormblood was running dungeons without flash to gather stuff and pulling adds with flash as they spawn in raids faster than target+long OP animation. Dungeons burns TP real fast to gather stuff with OP/Toma before you even start the OP train. (That and playing geometry simulator to hit mobs with a triangle as you sprint through them while accounting for lag). But I've been playing war since 2.0 so it didn't take much to readjust.

    TLDR: I miss flash lol.

    Maybe theres some obtuse aspect about war I'm missing since ive just played it so long. But it seems pretty straightforward to me.
    i think it's inner release, it is tied with unchained,and spamming 6-7 fell cleave once every 2 minutes isn't as good as it seems. they will probably change it to increasing fell cleave damage instead to make it simpler
    (2)

  3. #3
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
    Posts
    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by konpachizaraki View Post
    i think it's inner release, it is tied with unchained,and spamming 6-7 fell cleave once every 2 minutes isn't as good as it seems. they will probably change it to increasing fell cleave damage instead to make it simpler
    I'm going to take it at face value that warrior's difficulty is set too high for what it does. The thing is directly raising Fell cleave damage isn't going to make the class easier, on the contrary it would make it more punishing. Imagine losing an 800 potency Fell Cleave as compared to missing a 500 potency Fell Cleave.

    As far as I understand, admittedly a limited understanding, I believe the issue stems from the high burst and missing a Fell Cleave or worse dying during battle messing up gauge. The only way I see to fix this (without really messing with the burst design) would be to increase the frequency of the bursting, like at minute or minute and a half intervals, but spread out the peak of the burst so that both peaks reach the same average height as before. This way messing up one high burst isn't as disastrous as is now.

    Or we are all going to be very surprised lol.
    (4)

  4. #4
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    I think that one of the problems that SE is running into is that they tend to interpret player feedback very literally.

    At the start of this expansion, for example, there was a lot of feedback from players about being forced into VIT only accessories. We may be tanks, but we still want to see our abilities have an impact when they hit. Instead of presenting this as "we don't want you to completely nerf our damage output", players said "we're worried about holding enmity" to try to justify the point. Cue 4.01, and a series of enmity boosts from the devs. The point was not about enmity. It was about damage.

    The 4.1 change is similar. The WAR community as a whole pushed the idea that "we have less 'utility', so we should do higher damage". 'Utility' is a nebulous term that defies consensus. The dev response was to buff "utility" by turning Shake it Off into a powered-up version of Divine Veil. But the point was never about 'utility'. It was about damage.

    It's simple enough to understand why damage output gains such a focus. For one, it's often been treated as a surrogate for skill. We've built up a culture of "I might not be able to do mechanics, but hey, check out my dps up until the point where I wiped the raid." There's also a sense since HW, especially at lower skill levels, that WAR is a good job to play if you want to give the illusion of doing high dps, without the pressure or technical skill required to play an actual dps job. It's a safe haven where you can hide under the radar.

    The newest vogue has been job "difficulty". Not out of choice, but because all other excuses have been exhausted. "WAR should do more dps because it's more technically difficult to play." This is a hard sell. Players generally do not play jobs to the same level of competency. If you've sunk hundreds of hours into WAR, that's time that you didn't invest in the other two tanks. It's a very subjective concept.

    The other problem is that there's a fine line between describing something as "difficult" and admitting personal weakness. Likewise, players often describe challenging things as "easy" to inflate their own skill. When players like Xeno go on about how difficult WAR is, the implication is not supposed to be that they're struggling with it. You're supposed to be impressed. As someone once aptly put it: Hardest job = my job, easiest job = your job.

    The problem now is that people are scraping the bottom of the barrel for reasons why WAR could be more difficult, many of which would baffle a longtime player of the job. "B-but what if I pop all my buffs, and then, instead of pressing my highest potency attack again and again, I stare off blankly into space for two minutes?" as if this is somehow unique to WAR. I get second-hand embarrassment from reading some of these complaints. A part of me always hopes that a dps main doesn't stumble into the middle of this sort of discussion. It reflects badly on all of us.

    As icing on the cake, of course, the devs once again take it in a completely different direction. "So WAR is too difficult, you say?" It's like they have selective hearing about the word "dps" when it comes to tanks.

    This thread is correct. If it ain't broke, don't fix it. But it's not entirely the devs' fault. Be careful what you wish for.
    (21)

  5. #5
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Lyth View Post
    I think that one of the problems that SE is running into is that they tend to interpret player feedback very literally.

    This thread is correct. If it ain't broke, don't fix it. But it's not entirely the devs' fault. Be careful what you wish for.
    !@#% yeah, Black mage res incoming.
    (2)

  6. #6
    Player
    SilentVoice's Avatar
    Join Date
    Apr 2015
    Posts
    91
    Character
    Aluvian Darkstar
    World
    Twintania
    Main Class
    Samurai Lv 80
    Quote Originally Posted by Lyth View Post
    snip
    so much talk about damage and i think instead of adding up more and more of it would be best to review the general design of fights. every person in this game is so focused on dps output, no matter what their role, it's the only thing that untimately matters in the end. the whole idea of tanks powering up with STR\DH, etc. stats seems perverted, just as i see healers overmelding into DH, because again, DPS...
    (0)
    There's nothing blinder than the eyes that don't want to see

  7. #7
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,882
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by SilentVoice View Post
    so much talk about damage and i think instead of adding up more and more of it would be best to review the general design of fights. every person in this game is so focused on dps output, no matter what their role, it's the only thing that untimately matters in the end. the whole idea of tanks powering up with STR\DH, etc. stats seems perverted, just as i see healers overmelding into DH, because again, DPS...
    Why wouldn't that be the case, though?

    This would only be a problem if direct damage potential always outweighed indirect, but make no mistake — every defensive CD, every bit of utility, merely amounts to DPS. That's never not going to be the case until a fight is won by something other than damage dealt.
    (1)

  8. #8
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Chrono_Rising View Post
    I'm going to take it at face value that warrior's difficulty is set too high for what it does. The thing is directly raising Fell cleave damage isn't going to make the class easier, on the contrary it would make it more punishing. Imagine losing an 800 potency Fell Cleave as compared to missing a 500 potency Fell Cleave.
    There is a bit of difference between trying to fit 6 to 7 Fell Cleaves into 8 to 10 gcds and fitting 3 to 4 Fell Cleaves into 8 to 10 gcds.

    Lets say Inner Release is changed increases damage dealt by gauge actions and doubles weaponskill BG generation instead of halving BG costs. This would mean that the basic 60s dps rotation would stay the mostly the same (every other burst phase would just be missing Inner Release and a Fell Cleave) instead of having 2 different burst phases in a 120s rotation.
    (1)

  9. #9
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
    Posts
    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Ultimatecalibur View Post
    There is a bit of difference between trying to fit 6 to 7 Fell Cleaves into 8 to 10 gcds and fitting 3 to 4 Fell Cleaves into 8 to 10 gcds.

    Lets say Inner Release is changed increases damage dealt by gauge actions and doubles weaponskill BG generation instead of halving BG costs. This would mean that the basic 60s dps rotation would stay the mostly the same (every other burst phase would just be missing Inner Release and a Fell Cleave) instead of having 2 different burst phases in a 120s rotation.
    Exactly. You would change inner release rather than directly buffing Fell Cleave. I feel like making Inner Release another damage buff would be too similar to berserk,
    (1)
    Last edited by Chrono_Rising; 12-20-2017 at 08:02 AM.