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  1. #41
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Derio View Post
    I just have a feeling that they are going to do 1 of 2 things.

    1 - Buff other tanks to WAR level

    2- Nerf WAR

    Its that simple, I hope its the first option.

    I just hope they learned their lesson from 3.x and 4.x with both the tank and healer jobs.
    To buff other tanks to WAR level will mean all of then will have:
    - costless and offgdc stances.
    - same self-healing and defensive capabilities in tank stance
    - same versatility on they defensive kits.
    - same impact on fights with living dead/hallowed ground.
    - same impact with they utility.

    All of this and keep the identity for each tank is just imposible specially since WAR is master of everything and don't allow other tanks have a clear identity, powercreep is not a solution.
    (5)

  2. #42
    Player
    ArianeEwah's Avatar
    Join Date
    Jul 2017
    Posts
    478
    Character
    Ari Dyones
    World
    Zodiark
    Main Class
    Warrior Lv 100
    Honestly, I really dislike the 4.2 IR change. It drifted away from the classic 20s damage window which required decent skill, and got changed into a boring 10s FC spaming window. You don’t need any skill to press 1 button 5 times in a row. The old version required preparation, a well-executed fixed rotation for 1 to 2 minutes – 3.x on 90s – and you had to pay attention when to FC to get the most out of raid buffs. Since 4.2 you just keep slashing debuff and Storm’s Eye buff up and unga bunga every 90s.
    But yeah, screw those not-criting FCs in our old window, make them guaranteed crit-DH! /s

    It was right, to separate Unchained from Inner Release, but the merge of Berserk and Inner Release into a completely different skill was wrong imho.
    I would have preferred a merged skill like the 3.x Berserk (without Pacification) with halving gauge cost. That would require Warriors to know the fight and/or weigh out the risk commiting into burst.

    As for Shake It Off: I feel like there are 2 teams working on job design/actions and on duty/open world design. The old SiO should remove any cureably debuff (on 60s). That would’ve been fine if a.) Berserk still gave Pacification, b.) most PvE debuffs were cureable with SiO and not happening every 5s. Both not true, either because those teams do not communicate with each other, or they rushed the expansion without checking any discrepance. You can’t rush good design, or any good game!

    But right now WAR doesn’t really need another change (tho I still hope they change it in 5.0). DRK design flaws are even bigger.

    TBN should give always Blood, either on usage, break or at the end of its duration.
    Dark Arts should be a stance or something that enhances every possible skill with Dark Arts potency, to stop clipping during your burst windows.
    Scourge could have been a nice addition to the added job gauge. Every tick could give Blood, and because DRK would be the only melee or tank job with a single button Dot it would’ve been unique.
    (Before anyone says that SAM already has a single button Dot: this „button“ is locked behind another skill and dependent on Sen.)
    Unleash nerf in 4.0 was uncalled-for, now every low level dungeon with DRK is a pain, WAR is once again superior. Even PLD is better at lvl 46 with Total Eclipse.
    Dark Passenger should be buffed to 150 base potency again, so it’s a gain without slashing debuff. Because WAR usually pulls, there‘s slashing debuff. No WAR or NIN -> DRK pulls and DP would be a gain in damage and enmity.

    DRK and PLD spells should benefit from skill speed, or SE merges skill and spell speed into one single stat.
    (5)

  3. #43
    Player
    Thela's Avatar
    Join Date
    Aug 2014
    Posts
    204
    Character
    Thela Ivora
    World
    Phoenix
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Kalise View Post
    If you're specifically Paladin, yes.

    If you're Warrior/Dork Knight then you do not get those tools.

    Also, Cover just transfers damage, not Debuffs. While Passage of Arms is only 15% mitigation, while I was more envisioning something strong enough so people hide behind the tank in encounters instead of conveniently placed rocks/pillars.

    In addition to being just overall examples of things Tanks could do as a form of protecting allies as a core mechanic as opposed to a niche ability a single Tank has.
    Cover does in fact in most situations transfer debuffs as well as damage. As for the 15% on Passage, yes anything over that would be massively OP.

    But yes you're right, these tools are specific to Paladins, but you seemed to want these scenarios specifically in the game and they do in fact already exist. And you can just play Paladin to get them.
    (0)

  4. #44
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    13,019
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Grimoire-M View Post
    To be honest one of the things that baffles me about SE is that they haven't taken advantage of the fact that in 8 Mans you can split the party into two completely cohesive 4-man groups with a tank, healer, and two DPS each.

    Imagine a savage raid that actually was a raid. Where your goal was to do a speed run down two trash-packed halls side by side with two 4-man parties simultaneously, with mechanics where you specifically have to swap individual members in specific instances in order to clear the fight. Stuff like transferring keys/cargo across from one area to the other, or placing the two trying to swap in a mini-arena on order to use abilities that only that role has access to in order to deal with enemies, or allow two separate arenas to be close enough together that the healers can heal both tanks and/or prey targets in order to deal with one side getting bombarded, or just to barely let you use Ranged LB3 on a pair of giant packs.


    Hell that would be a unique enough arena in of itself without having to make it a full-scale dungeon.
    It seems we can barely manage that synergy or kind of division of duty when given 24 people at the most casual of difficulties... Nonetheless, I'm all for this.
    (0)

  5. #45
    Player
    Nedkel's Avatar
    Join Date
    Dec 2017
    Posts
    2,023
    Character
    Chloe Lehideux
    World
    Zodiark
    Main Class
    Samurai Lv 74
    So much talk for nothing in this thread.
    The only thing DRK should have get is being able to use blood weapon in the tank stance and blood price in offensive stance thats all to be honest.
    (0)

  6. #46
    Player
    Ekimmak's Avatar
    Join Date
    May 2015
    Posts
    608
    Character
    Carlo Vinne
    World
    Faerie
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Nedkel View Post
    So much talk for nothing in this thread.
    The only thing DRK should have get is being able to use blood weapon in the tank stance and blood price in offensive stance thats all to be honest.
    I feel like bloodweapon would make DRK in tank stance very easy at handling aggro, but to be honest, I can't think of why it was ever locked out.

    No issues with this.
    (0)

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