

Realistically, yeah, it'll be nice being able to take all the CDs instead of having to swap them out. But still, my point stands. Bandaid fixes are OK for somethings but not for others? Come on SE


Well, yeah.
One is "Mandatory actions eliminate the point of the role system in its implementation"
The other is "My tanking accessories aren't DPS upgrades", and there isn't going to be a single bandaid fix, or even a permanent one, that's going to make everyone happy.
Add +3 str per 10 ilvls "Why do we still have to meld Strength"
Remove strength melding "Why don't our accessories have more strength"
Accessories get more strength but other stats suffer because Tanks already do too much damage "Why do tanks not have full scaling on all gear"
Most of the adjustments suggested tend to be paired with "But you can also do X if tank damage is getting out of hand" which just means the adjustment was ultimately pointless.
More strength, but keep the same damage.
Well, that's just pointless, and a bandaid fix doesn't apply here.


I guess if we really wanted to be technical about it, strength being on accessories at all now was a bandaid fix to keep players from using HW accessories. But that aside.. A real solution would've been fixing the role actions themselves, giving us 5 extra slots is as "forced solution" as it gets lol. It doesn't make mandatory actions optional, and it's not like it was difficult to make a macro to change your role actions on the fly. Now it's set and forget, you'll never have to look at your role actions ever again. Never need to make a decision or work skills out between the roles. Less communication the better, after all.*Well, yeah.
One is "Mandatory actions eliminate the point of the role system in its implementation"
The other is "My tanking accessories aren't DPS upgrades", and there isn't going to be a single bandaid fix, or even a permanent one, that's going to make everyone happy.
Add +3 str per 10 ilvls "Why do we still have to meld Strength"
Remove strength melding "Why don't our accessories have more strength"
Accessories get more strength but other stats suffer because Tanks already do too much damage "Why do tanks not have full scaling on all gear"
Most of the adjustments suggested tend to be paired with "But you can also do X if tank damage is getting out of hand" which just means the adjustment was ultimately pointless.
More strength, but keep the same damage.
Well, that's just pointless, and a bandaid fix doesn't apply here.
There's always going to be players pushing and pulling their favorite thoughts/ideas/opinions. That doesn't mean SE should throw their hands in the air and do nothing about this particular issue. We are asking for tanks to have the same, meaningful upgrade path as other jobs. I don't want to drop 20 million on crafted accessories. With enough friends hopefully I won't have to, but it's not an expense they should incur on my behalf either. It's not a difficult change to make at all, and is an extra 15-20 str on tanks really going to upset dps balance that much? Unlikely..
* reference to this thread


It might not be a difficult change, but it's also a pretty pointless one. 15-20 is just going mean that instead of being at 98% in full raid gear, you're going to be at 100%, about the same level if you still used crafted accessories.There's always going to be players pushing and pulling their favorite thoughts/ideas/opinions. That doesn't mean SE should throw their hands in the air and do nothing about this particular issue. We are asking for tanks to have the same, meaningful upgrade path as other jobs. I don't want to drop 20 million on crafted accessories. With enough friends hopefully I won't have to, but it's not an expense they should incur on my behalf either. It's not a difficult change to make at all, and is an extra 15-20 str on tanks really going to upset dps balance that much? Unlikely.
So are you really going to tell me you're going to gamble for, at most, 20 weeks to hit your 100%, or are you still going to pay 20 million to hit that week 1?
The complaints (imo) arent really about the difference in performance. As someone pointed out above, plenty of DPS and healers also buy crafted gear because it is still REALLY good for anyone starting out. Its the frustration of raiding and your entire group lets out a collective sigh when a tank accessory drops because we all know its going on a retainer instead of helping the group move forward. It's the extra 'mandatory-ness' that tanks are pressured to spend and pentameld more than other people (as noted, some people will buy them regardless, but now it is a choice to spend boats of money for a temporary boost just like other jobs, not a socially unacceptable shunning by the raid community).It might not be a difficult change, but it's also a pretty pointless one. 15-20 is just going mean that instead of being at 98% in full raid gear, you're going to be at 100%, about the same level if you still used crafted accessories.
So are you really going to tell me you're going to gamble for, at most, 20 weeks to hit your 100%, or are you still going to pay 20 million to hit that week 1?
It isnt about "oh well now you have to wait 3 months to get your 2% more damage why wouldnt you want it up front!?" This is just straightforward job equality. Every single job in this game has the same relationship with accessories as with ALL crafted equipment. It's an upfront boost for a tier for a LOOOOT of money. But never the end all and thus a choice. Just like meds. You can gil toss for power, but you can also just slow and cheap your way to the finish line and not make half the gear in savage raids dead on day 1 for 3 classes.


I mean I've never paid to hit it week one, I ain't got that kind of gil lol. It took me probably 4 or 5 weeks to get them all crafted and even longer to get them pentamelded. And if it wasn't for my awesome co-tank I wouldn't have had them at all (well, only 1 or 2). If it were up to me then yes, I'd gamble and wait until I got either the raid drops or tome gear (at most it'd be 16 weeks since there's only 4 raid acc, realistically less because it's unlikely that all 4 would be BiS). And hey, at least it might've given me a reason to have kept doing v5s instead of skipping it for basically the last 3 months
Even if they are only going to be 1-2% apart, it should at least favor the higher level gear. Regardless of the importance of that 1-2%, there's absolutely no justification for it to be found on the gear that's 20 item levels lower than cap. For only 1 job type no less. Like, maybe, JUST MAYBE, if it was that way with all the classes I'd call it a wash. But it's not, it's just for tanks, and that's the shitty part.
Last edited by whiskeybravo; 07-19-2018 at 06:26 AM.
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