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  1. #41
    Player
    Kalise's Avatar
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    Kalise Relanah
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    Cerberus
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    Gunbreaker Lv 80
    Quote Originally Posted by shao32 View Post
    TBN is the intervetion counterpart since both skills work similary, both are single target protection of short duration, both have quick recast, and both skills get boosted by his own tank, TBN with DRK hp and intervetion by other CDs skills, im pretty aware how intervetion works still his boost defense is limited by the recast of such skill (rampart, sentinel) vs TBN having his full protection always.
    Both are active mitigation effects, yes, but the way that they work is fundamentally different. Given that you'll normally be using them on a Tank to help soak a TB, Intervention wins out because it can be more powerful an effect with combination of other CD's. Whereas TBN is only ever 10% of DRK's max HP (Which will essentially be about equal to the other Tanks. Outside of WAR whom has HP boosts)

    At base Intervention is still as potent as TBN (Multiplicative DR stacking aside at least)

    Quote Originally Posted by shao32 View Post
    WAR still have slashing debuff but apart of that defensive utility make and edge on progresion and less skilled raids to dealt with the big raid aoes and other mechanics, DRK lacks any impactfull utility so by default should have more dps to compensate that or get reprisal back.
    Except this is how you unbalance things. For a long time WAR had higher DPS to account for lack of utility. How well did that turn out? Considering how you like to complain about how OP WAR has been for so long, you, of all people, should know how dangerous giving a Tank DPS in lieu of utility is for balance.

    Quote Originally Posted by shao32 View Post
    its not only holmgang that make WAR the best MT, it defiance and his powerhouse despite not being optimal its a edge and none of the other 2 can compete against that.
    For all intents and purposes it is Holmgang that makes WAR the best MT. Defiance while defensively strong, is rarely used. Such is why people often mention that DRK is the current king of self mitigation because TBN is pretty effective in the meta where Tank Stances aren't used outside of the pull.

    Quote Originally Posted by shao32 View Post
    i doubt you, me and anyone here really understand the process of buff/debuff anything in this game
    It's honestly not hard to figure out some things. If I wanted to spend the time, I could even go through ability by ability and adjust numbers to achieve balance. I'm just not getting paid to do that.

    Quote Originally Posted by shao32 View Post
    making a clone army with diferent paintings in the armor don't solve anything either since you will still want it to be diferent enough to feel unique somehow, and archive that only with dps rotation is blant bcs we never have a complex dps rotation
    Except there's much and more that can be utilized to create different feels.

    For a start, DPS rotations are ALREADY major differences to playstyle. With WAR being all about maintaining Storm's Eye and gaming their Beast Gauge. With PLD alternating between maximizing Fight or Flight and using Requiescat. With DRK being all about managing MP to use Dark Arts to empower skills as well as weaving in oGCD attacks like Carve and Spit and managing Blood usage.

    Outside of that, there can be different flavours of the baseline CD's. For example, how Vengeance has the retaliation damage on it. How Sentinel is stronger but has a longer CD. So long as the baseline effect is the same across the board, tanks will be balanced even with little bonuses for flavour.

    Then there's personal utility skills. Things like mobility from Plunge/Onslaught (Vs Tempered Will). There can be something like Interject/Low Blow that provides Tanks with a universal interrupt skill that ignores diminishing returns, each with having some class flavour (For example, DRK could get a shield if interrupting a spell. PLD could get a guaranteed block.)

    Things that aren't part of the "Core" tank role are flexible to be made unique or to be given in a variety of flavours to suit the Tank(s) that get it.


    Quote Originally Posted by shao32 View Post
    if it was so easy then they will never have such problems in the first place
    Well, this implies that the balance team is as invested and knowledgeable about Tanks as players. Often this is not the case (See: How literally every WHM saw how terrible the Lily mechanic was from the reveal and how years later, SE still haven't got a clue as to why the mechanic is such garbage)

    Quote Originally Posted by shao32 View Post
    holmgang, living and hallowed are already counterparts, what separate this skills are just numbers and they complety fail to balance this ones despite bein so straightforward and obvious
    These are are actually more complex to balance, because their effects are of different strength.

    It's why I don't particularly like them, because they're always going to be a nightmare to balance because of how vastly different each effect is for the same outcome (Not dying to a Tankbuster irregardless of the amount of damage it deals)

    Quote Originally Posted by shao32 View Post
    now utility really depends of the content too, cover don't break anything bcs PLD still have to use CDs to survive the hit so it's not like holmgang that just roll over mechanics several times in a fight saving CDs, intervetion the same, at basic levels its not better that TBN but the moment you have to spend you own CDs its being equal to make a tank swap, the diference cover save that swaping process transfering damage to PLD and in a normal process you just swap and use you own CDs directly.
    Cover and Intervention allows for a party to bypass some Tank Swaps. Since they don't need to actually swap the tank for the damage to be diverted away.

    Meanwhile, TBN actually benefits you from tank swapping, because then it becomes 20% max HP instead of 10%. But this means that you're actually following the intended mechanics.

    Quote Originally Posted by shao32 View Post
    the last thing, let's face it, it will be never be a perfect balance
    No, but you can get things pretty close, to the point that only hardcore min/maxers actually care about the differences.

    Which is far better than forcing people to play specific comps because you can't be bothered to actually look at the issues behind the role.

    Quote Originally Posted by shao32 View Post
    but again it will dosen't matter if GUN compete against PLD they are not going to be the best comp if the MT-OT barrier is there, of course in theory, in my opinion its better, i preffer it over having a clone army with diferent weapons, but i will still being DRK no matter what they do.
    The thing is, there's so much more balancing that would need to be done in order to make sure that you actually have a "MT-OT barrier" and then in that barrier then also balancing the pairs so you don't just have WAR + PLD dominating the game still.

    Meanwhile, as mentioned previously, there's not actually a whole lot that needs to be done to balance out all Tanks between each other, it's mostly just sorting out the glaring inequality between the tools they have. Simple.

    Since, it shouldn't even erode their identity. Unless you're telling me that outside of the 1m lower cooldown on Holmgang and existence of Shake it Off that WAR and DRK play exactly the same?
    (0)

  2. #42
    Player
    Izsha's Avatar
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    Izsha Azel
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    Exodus
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    Warrior Lv 80
    Quote Originally Posted by whiskeybravo View Post
    SE just needs to give it up honestly. Can't release full jobs, can't release full races, now they are considering tanks being only half a tank.

    There are many reasons why it'd be a problem if taken to the extreme, for all the points illustrated and more. Most notable to me are: Are their OT's in 4-mans? And if OT dps is higher than the MT jobs, people are just gonna try to make 2 OT work for everything. Oh you need to pug a tank for the night? Hope you find the right one, or have both types leveled and can perform equally on them.

    All 4 tanks need to be equally capable of either MT or OT as the situation calls for. Absolutely idiotic to split them in to separate tank roles.



    This is a valid point, but to me it seems to lead down the path of "Jack of all trades, master of none". Instead of being really good at one job, you're just mediocre at a couple because the system forces you to be.
    You can still separate job identity (defined as how they feel to play and their character) while having largely overlapping/homogenozed base abilities. For example, all 3 tanks have similar dps right now, but old does it via holy magic and swordsmanship in tandem, drk does it by managing blood and MP, war does it with mega berserk. Even if you gave all 3 identicle defensive CDs, they would still be distinct classes based on their offensive situations. There will be some homogenaztion necessary, but that's not a death sentence. Tanking I'm this game is really being a dps with bigger defensive stats and a few mitigation CDs. Dps are distinct as all get out and fairly well balanced. Tank dps ie also distinct and balanced. Let the mitigation and (lol) enmity be homogenized. Fine with me. The classes can still be different and fun.

    Let's be real, hitting rampart before a tank buster isnt the reason we play tanks. So what if rampart is the same for everyone. Let them differentiate themselves the same way drg, nin, sam and mnk are different. On the rotationand offensive mechanic side. That is a lot more practical than creating yet another sub class the playerbase WILL find a way to break.
    (2)

  3. #43
    Player
    whiskeybravo's Avatar
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    Whiskey Bravo
    World
    Leviathan
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    Warrior Lv 100
    Quote Originally Posted by Izsha View Post
    You can still separate job identity (defined as how they feel to play and their character) while having largely overlapping/homogenozed base abilities. For example, all 3 tanks have similar dps right now, but old does it via holy magic and swordsmanship in tandem, drk does it by managing blood and MP, war does it with mega berserk. Even if you gave all 3 identicle defensive CDs, they would still be distinct classes based on their offensive situations. There will be some homogenaztion necessary, but that's not a death sentence. Tanking I'm this game is really being a dps with bigger defensive stats and a few mitigation CDs. Dps are distinct as all get out and fairly well balanced. Tank dps ie also distinct and balanced. Let the mitigation and (lol) enmity be homogenized. Fine with me. The classes can still be different and fun.

    Let's be real, hitting rampart before a tank buster isnt the reason we play tanks. So what if rampart is the same for everyone. Let them differentiate themselves the same way drg, nin, sam and mnk are different. On the rotationand offensive mechanic side. That is a lot more practical than creating yet another sub class the playerbase WILL find a way to break.
    I don't feel the homogenization argument really holds that much water. Over the course of my FFXIV career I've played all the tanks at their respective level caps, in most of the content available, and know from experience they all play very differently, and furthermore, that I am really only effective on one of them (obv War which is my main). You can paint a broad stroke and say "they all have rampart" "they all have provoke" "they all have an immunity" "they all have 3 combos" etc etc but it doesn't follow that a player can manage each as effectively, hence there isn't really the tangible homogenization that leads to stale gameplay. They all play differently, cooldowns align differently in each fight, you can't play one exactly the same as you play another. As long as they retain an identity in this form, the way they actually play, then one never needs to worry about homogenization. Now if they literally copied every single ability, well there's an argument to be had, but at that point we're talking about why is there even 3 (soon to be 4) different tanks if they are all cookie cutter copies of each other? That's unlikely to actually happen.
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    Last edited by whiskeybravo; 03-29-2019 at 01:47 AM.

  4. #44
    Player
    Izsha's Avatar
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    Izsha Azel
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    Warrior Lv 80
    I think were agreeing. I'm rather ok with the idea floated that the base tank buster mitigation be homogenized. Were practically there (rampart, 30%CD). Moving all 3 immunities to be closer in duration and recast and moving on demand CDs slightly closer together (biggest offender being IB access and power more in line with tbn/shell). Then their defensive kits can be largely on par with their fluff adding some identity flair. War can keep HP up synergy. Pld can keep shield synergy. Drk can keep resource moving synergy to deal with the fluff.

    At that point balance their kits around dps output. Se has a good track record with this through dps balance and current tank dps balance.

    The shadowbringers rework need only address what tanks do when not actively tanking. Pld has a lockdown on this. It probably wouldnt hurt to trim that back and then provide drk/war with similar capabilities that still fit their theme.

    Core defense and enmity kits dont really need to be vastly different. No one has really complained that all 3 tanks have a 3 step enmity combo. Or that they all use rampart. They have slowly edged shadowall and vengence closer. The world wont end of sentinel does the same.

    Core CDs and enmity combos dont define any of the jobs, so homogenizing that aspect further wont hurt anyone or destroy uniqueness. But it will give a rock solid foundation for balance and preventing kings and poppers for an entire expac. Dps numbers always fall in line fairly quickly with some potency patches. Defense is half the balance battle. The rest is evening out the OT supoort kits.
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  5. #45
    Player
    shao32's Avatar
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    Shao Kuraisenshi
    World
    Ragnarok
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    Gunbreaker Lv 90
    Quote Originally Posted by Kalise View Post
    Both are active mitigation effects, yes, but the way that they work is fundamentally different. Given that you'll normally be using them on a Tank to help soak a TB, Intervention wins out because it can be more powerful an effect with combination of other CD's. Whereas TBN is only ever 10% of DRK's max HP (Which will essentially be about equal to the other Tanks. Outside of WAR whom has HP boosts)

    At base Intervention is still as potent as TBN (Multiplicative DR stacking aside at least)
    by that logic veil and Sio have to be categorized as diferent too, since they work complety diferent from each other.

    Quote Originally Posted by Kalise View Post
    Except this is how you unbalance things. For a long time WAR had higher DPS to account for lack of utility. How well did that turn out? Considering how you like to complain about how OP WAR has been for so long, you, of all people, should know how dangerous giving a Tank DPS in lieu of utility is for balance.
    i never care if WAR dealt more damage if it comes at the cost of utility, the problem that was never the case, WAR have all this time the best dps, holmgang doing his usual stuff and relevant utility, there is nothing bad or wrong if 1 tank have more dps at the cost of utility but WAR just have all of it there me and many others complaing about it.


    Quote Originally Posted by Kalise View Post
    For all intents and purposes it is Holmgang that makes WAR the best MT. Defiance while defensively strong, is rarely used. Such is why people often mention that DRK is the current king of self mitigation because TBN is pretty effective in the meta where Tank Stances aren't used outside of the pull.
    mmm nope, holmgang trivialize certain fights so much and thats a problem yes, but WAR have pretty much universal toolkit, and defiance rules over the the rest tank stances, the fact is the only tank that can enjoy his tank stance in short amount of times with minimun dps lose is a strong point, PLD and DRK will have to eat his penalty no matter what and if we compare all tanks in tank stance WAR just win without even trying.


    Quote Originally Posted by Kalise View Post
    It's honestly not hard to figure out some things. If I wanted to spend the time, I could even go through ability by ability and adjust numbers to achieve balance. I'm just not getting paid to do that.
    you should try to get in to yoship team then meaby he will hire you ^^

    Quote Originally Posted by Kalise View Post
    Except there's much and more that can be utilized to create different feels.

    For a start, DPS rotations are ALREADY major differences to playstyle. With WAR being all about maintaining Storm's Eye and gaming their Beast Gauge. With PLD alternating between maximizing Fight or Flight and using Requiescat. With DRK being all about managing MP to use Dark Arts to empower skills as well as weaving in oGCD attacks like Carve and Spit and managing Blood usage.
    i consider WAR and PLD being a copy paste, both have 1 combo they have to use at some time to refresh something, PLD a dot and WAR a buff, then its just spam the other combo "path and royal" until you need to refresh you dot/buff, PLD just need to fir 2 groing in Fight or Flight and WAR just trow an ocasiona fell cleave then the moment comes and its: requiem cast - holy spirit - holy spirit - holy spirit - holy spirit - holy spirit / inner release - fell cleave - fell cleave - fell cleave - fell cleave - fell cleave.

    PLD its just more rigid that WAR.

    Quote Originally Posted by Kalise View Post
    Outside of that, there can be different flavours of the baseline CD's. For example, how Vengeance has the retaliation damage on it. How Sentinel is stronger but has a longer CD. So long as the baseline effect is the same across the board, tanks will be balanced even with little bonuses for flavour.
    vengeance its superior for his duration and recast, its not balanced and can't be balanced since you have to keep in mind ohter skills in each tank kit that help to have a better flow.

    Quote Originally Posted by Kalise View Post
    Then there's personal utility skills. Things like mobility from Plunge/Onslaught (Vs Tempered Will). There can be something like Interject/Low Blow that provides Tanks with a universal interrupt skill that ignores diminishing returns, each with having some class flavour (For example, DRK could get a shield if interrupting a spell. PLD could get a guaranteed block.)
    well with you logic that will be a imbalance, since PLD gets a dps gain with shield swipe except you want that being removed.

    Quote Originally Posted by Kalise View Post
    Things that aren't part of the "Core" tank role are flexible to be made unique or to be given in a variety of flavours to suit the Tank(s) that get it.
    i agree and that need to be enchanced but thats will have more limits with you sistem.

    Quote Originally Posted by Kalise View Post
    Well, this implies that the balance team is as invested and knowledgeable about Tanks as players. Often this is not the case (See: How literally every WHM saw how terrible the Lily mechanic was from the reveal and how years later, SE still haven't got a clue as to why the mechanic is such garbage)
    lily mechanic is not a balance problem bcs there is nothing to balance there, its just useless per see and dosent make WHM weaker, more having something useless in they screen.

    Quote Originally Posted by Kalise View Post
    These are are actually more complex to balance, because their effects are of different strength.

    It's why I don't particularly like them, because they're always going to be a nightmare to balance because of how vastly different each effect is for the same outcome (Not dying to a Tankbuster irregardless of the amount of damage it deals)
    they are not more complex to balance, the only problem is how much of this can you fit in a encounter? WAR can fit 2-3 more that PLD and DRK just balance the recast, its not so hard


    Quote Originally Posted by Kalise View Post
    Cover and Intervention allows for a party to bypass some Tank Swaps. Since they don't need to actually swap the tank for the damage to be diverted away.

    Meanwhile, TBN actually benefits you from tank swapping, because then it becomes 20% max HP instead of 10%. But this means that you're actually following the intended mechanics.
    there is no diference on use cover+intervetion with rampart or sentinel making you co-tank saves CDs and a tank swap where you eat the next TB so you co-tank save CDs, both requires CD managment its just a diferent way to do exactly the same, the diference is instead of use provoke+shirk you use cover+rampart.


    Quote Originally Posted by Kalise View Post
    No, but you can get things pretty close, to the point that only hardcore min/maxers actually care about the differences.

    Which is far better than forcing people to play specific comps because you can't be bothered to actually look at the issues behind the role.
    ppl force himself to play a certain comp the meta one, how many times ppl just din't reclute PLD in HW? how many times ppl din't want a DRK on SB? SWB its not going to be diferent if 2 tanks are just the best pll will not want the other 2, if they buff one and replace one in 1 spot then the other 2 complaing and we start over again.


    Quote Originally Posted by Kalise View Post
    The thing is, there's so much more balancing that would need to be done in order to make sure that you actually have a "MT-OT barrier" and then in that barrier then also balancing the pairs so you don't just have WAR + PLD dominating the game still.

    Meanwhile, as mentioned previously, there's not actually a whole lot that needs to be done to balance out all Tanks between each other, it's mostly just sorting out the glaring inequality between the tools they have. Simple.

    Since, it shouldn't even erode their identity. Unless you're telling me that outside of the 1m lower cooldown on Holmgang and existence of Shake it Off that WAR and DRK play exactly the same?
    not at all, we are going to loose skills and get new ones pretty soon, its the perfect time to do that, the sinergy betwen tanks can change a lot, just remember 4.0, and its obviously are taking this in consideration with all the work that saves bcs its much much more simple have 2 tanks fighting for 1 spot that having 4 for just 2 spots.

    nope not at all, but if DRK and WAR can pull the same number of invul in combat it will not matter what you bring, if utility have similar impact, and they mitigation and dps its on par then all is set, i dont see the dificulty here, i see it when you have to pkeep in mind 2 more tanks in the equation.

    pd: i think we should considerate the wall texts we are building ^^
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  6. #46
    Player
    Kalise's Avatar
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    Kalise Relanah
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    Cerberus
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    Gunbreaker Lv 80
    Quote Originally Posted by shao32 View Post
    by that logic veil and Sio have to be categorized as diferent too, since they work complety diferent from each other.
    Not really. Both of them have roughly the same effect (10% of your max health as a shield from Divine Fail. 8% (+4% per buff consumed) target max health as a shield from SiO)

    Baseline is Veil is stronger. But WAR can improve theirs to compete and be slightly better on the tank.

    Either way though, these skills are often not used for their mitigation, but the LB they generate.

    Quote Originally Posted by shao32 View Post
    i never care if WAR dealt more damage if it comes at the cost of utility, the problem that was never the case, WAR have all this time the best dps, holmgang doing his usual stuff and relevant utility
    Relevant utility? Such as?

    WAR's "Utility" has pretty much only consisted of Holmgang = better cheesing of TB's.

    With SB bringing in Shake it Off as an AoE shield after WAR's asked for some utility.

    Quote Originally Posted by shao32 View Post
    the fact is the only tank that can enjoy his tank stance in short amount of times with minimun dps lose is a strong point, PLD and DRK will have to eat his penalty no matter what and if we compare all tanks in tank stance WAR just win without even trying.
    WAR's eat a significant penalty to use Defiance. Since it literally locks them out of their passive crit bonus and Fell Cleaves for 10 seconds.

    To say nothing about how WAR's don't actually get any defensive benefit from their defensive stance unless they use Equilibrium or Inner Beast.

    Also, when the game revolves around Tanks being in DPS stance 99.99% of the time this isn't even a big factor and in this scenario, both PLD and DRK are superior because their active mitigation (Sheltron and TBN) both work in DPS stance.

    Again, this entire situation comes from the balance team not understanding the underlying cause of tank issues. Whereby they kept WAR being unique with its powerful, but stance locked, mitigation. But also tried to bring about homogeny so that WAR's could perma-DPS stance like PLD/DRK.

    Quote Originally Posted by shao32 View Post
    you should try to get in to yoship team then meaby he will hire you ^^
    I know this is a joke, however there's 2 pretty significant blockades to this:

    1) My Japanese is not the greatest.

    2) SE doesn't want to spend money on FFXIV, so why would they hire someone new? (Since, most of the games problems and limitation would be alleviated if SE spent more of the money that XIV makes actually on XIV instead of siphoning it away to churn out more XV DLC)

    Quote Originally Posted by shao32 View Post
    well with you logic that will be a imbalance, since PLD gets a dps gain with shield swipe except you want that being removed.
    But DRK also gains DPS through getting a shield and thus generating LB.

    Quote Originally Posted by shao32 View Post
    lily mechanic is not a balance problem bcs there is nothing to balance there, its just useless per see and dosent make WHM weaker, more having something useless in they screen.
    It's not an imbalance problem, but the balance team are the ones that work on developing skills and features for classes. The fact that after over 2 years, they still haven't realized what took players like 5 minutes to notice shows the disconnect they can have from roles they don't have interest in.

    Quote Originally Posted by shao32 View Post
    they are not more complex to balance, the only problem is how much of this can you fit in a encounter? WAR can fit 2-3 more that PLD and DRK just balance the recast, its not so hard
    They are. Since if they were all on equal CD, then PLD would be superior, because it outright prevents damage, meaning healers don't need to heal and can continue focusing on DPS.

    If they were all on equal CD, then DRK would still be literally the worst, because the mechanics of Living Dead are complete trash.

    Like, Hallowed Grounds longer CD is justified because its effect it just so much more potent, it is also more versatile as it prevents sustained damage from needing to be healed too (While Holm/LD only prevent death).

    Quote Originally Posted by shao32 View Post
    ppl force himself to play a certain comp the meta one
    Meta comps become prevalent in this game when there's a significant advantage gained over non-meta. Especially in PuG groups, if they start to enforce meta its usually because there's a significant difference between it and non-meta.

    Otherwise, we can state that DRK is fine and in no need of any adjustments because they can still work and clear content. People just force themselves to play with WARs instead.

    Quote Originally Posted by shao32 View Post
    not at all, we are going to loose skills and get new ones pretty soon, its the perfect time to do that, the sinergy betwen tanks can change a lot, just remember 4.0, and its obviously are taking this in consideration with all the work that saves bcs its much much more simple have 2 tanks fighting for 1 spot that having 4 for just 2 spots.
    Except unless you address the underlying balance issues which are prevalent across the entire cast of Tanks, you'll end up setting up a scenario where its 2 tanks fighting for 2 spots because the other 2 are considered garbage in comparison to their "Partner".

    If you do address the underlying balance issues, to allow for the 2 tanks in a sub-role to compete. Then you may as well just fix the role in its entirety so it becomes a case of "Bring the player, not the job"

    Where you won't have "4 Tanks competing for 2 slots" but instead just have Tank players competing for the 2 spots and their preferred job being irrelevant outside of not stacking 2x the same Tank (Though, even that might still actually work, so long as there aren't non-stacking effects to consider)
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  7. #47
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    shao32's Avatar
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    Quote Originally Posted by Kalise View Post
    Not really. Both of them have roughly the same effect (10% of your max health as a shield from Divine Fail. 8% (+4% per buff consumed) target max health as a shield from SiO)

    Baseline is Veil is stronger. But WAR can improve theirs to compete and be slightly better on the tank.

    Either way though, these skills are often not used for their mitigation, but the LB they generate.
    excuse me but both shield mitigation are pretty usefull, its creates some extra safety, they are used for the mitigation and for the LB bcs its free mitigation for the party, please don't dismiss the value of free stuff specially if is usefull.

    Quote Originally Posted by Kalise View Post
    Relevant utility? Such as?

    WAR's "Utility" has pretty much only consisted of Holmgang = better cheesing of TB's.

    With SB bringing in Shake it Off as an AoE shield after WAR's asked for some utility.
    Except unless you address the underlying balance issues which are prevalent across the entire cast of Tanks, you'll end up setting up a scenario where its 2 tanks fighting for 2 spots because the other 2 are considered garbage in comparison to their "Partner".

    If you do address the underlying balance issues, to allow for the 2 tanks in a sub-role to compete. Then you may as well just fix the role in its entirety so it becomes a case of "Bring the player, not the job"

    Where you won't have "4 Tanks competing for 2 slots" but instead just have Tank players competing for the 2 spots and their preferred job being irrelevant outside of not stacking 2x the same Tank (Though, even that might still actually work, so long as there aren't non-stacking effects to consider)
    what are you expecting? i mean not trying to sound rude but when i post this posibility its obviously that involves tank balance with the new skills and old ones to make each couple being equal in they capabilitys, it will take less effort do it in this way vs force every tank doing everything as you suggest to dont get indiscriminated, you can't put current DRK competing against PLD or WAR right now, meaby GUN, its obviously requre balance so no tank is indiscriminated.

    i mean you argument works against you too, the most small thing can put ahead a tank over others, if 2 tanks works pretty well the other will cry in a corner except you make every tank do the same and i doubt you want do that, and with you opinions of the devs do you extecptem do it at you way and don't fail? they fail with 3, with 4 bet for it.


    Quote Originally Posted by Kalise View Post
    WAR's eat a significant penalty to use Defiance. Since it literally locks them out of their passive crit bonus and Fell Cleaves for 10 seconds.

    To say nothing about how WAR's don't actually get any defensive benefit from their defensive stance unless they use Equilibrium or Inner Beast.

    Also, when the game revolves around Tanks being in DPS stance 99.99% of the time this isn't even a big factor and in this scenario, both PLD and DRK are superior because their active mitigation (Sheltron and TBN) both work in DPS stance.
    idk if you know this but WAR penalty in full tank stance its around 25% of damage lose compared to full dps stance uptime, same with DRK same with PLD, war dont loose more, and they can enjoy the defiance status that yes dont bring defense per se, but prevents death with more HP pool, it brings efective HP like grit and shield do, so the skill alone its equaly effective as grit and shield.


    Quote Originally Posted by Kalise View Post
    Again, this entire situation comes from the balance team not understanding the underlying cause of tank issues. Whereby they kept WAR being unique with its powerful, but stance locked, mitigation. But also tried to bring about homogeny so that WAR's could perma-DPS stance like PLD/DRK.
    and you expect then do the balance in you way?

    Quote Originally Posted by Kalise View Post
    But DRK also gains DPS through getting a shield and thus generating LB.
    if it brings a shield that dont offers nothing it brings nothing, except you mean it brings a free TBN.


    Quote Originally Posted by Kalise View Post
    They are. Since if they were all on equal CD, then PLD would be superior, because it outright prevents damage, meaning healers don't need to heal and can continue focusing on DPS.

    If they were all on equal CD, then DRK would still be literally the worst, because the mechanics of Living Dead are complete trash.

    Like, Hallowed Grounds longer CD is justified because its effect it just so much more potent, it is also more versatile as it prevents sustained damage from needing to be healed too (While Holm/LD only prevent death).
    if you put holmgang at 5 min you won't be able to do more that 2 of then so stays in the line with the other tanks, and living dead need a rework but we are tired of asking for it.
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  8. #48
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by shao32 View Post
    excuse me but both shield mitigation are pretty usefull, its creates some extra safety, they are used for the mitigation and for the LB bcs its free mitigation for the party, please don't dismiss the value of free stuff specially if is usefull.
    You mean like the free healing that everyone will receive because a healer will always be casting an AoE heal since these AoE shields from the tanks aren't going to stop them from needing to cast a heal?

    Quote Originally Posted by shao32 View Post
    what are you expecting? i mean not trying to sound rude but when i post this posibility its obviously that involves tank balance with the new skills and old ones to make each couple being equal in they capabilitys, it will take less effort do it in this way vs force every tank doing everything as you suggest to dont get indiscriminated, you can't put current DRK competing against PLD or WAR right now, meaby GUN, its obviously requre balance so no tank is indiscriminated.
    It's quite simple.

    In your situation, you're trying to balance tanks in pairs, so they have equal capabilities. So that things like DPS, mitigation, enmity, utility are all equalized between them. Then you're advocating for each pair to be distinct from each other (In a way that wouldn't then cause people to force "Same sub-role" compositions, like they inevitably would) for some reason.

    In my situation, it's just making the baseline things for Tanks, like DPS, mitigation, enmity and utility are all equalized because they're all given a specific core of abilities that let them perform their required role.

    I don't want a particular job to be favoured because it arbitrarily has a better defensive CD so is better at cheesing Tankbusters. Nor do I want a particular job to be favoured because it's the only job in the role that has a set of utility skills.

    Especially when much of these skills don't actually have any gameplay related to them. Like, when a Tankbuster comes, you press a CD (Or a couple of them). It doesn't matter if its Hallowed Ground, Holmgang, Shadow Wall, Vengeance, Rampart etc. The gameplay is the same. You press an oGCD button and you take the hit and don't die.

    So... What's the purpose in creating imbalance by having a bunch of "Unique" CD's? If the gameplay is still the same irregardless, press a button > don't die > continue your rotation as normal.

    Like, you mentioned about Vengeance being imbalanced... But honestly, how much is it? A tankbuster comes. A WAR presses Vengeance and a DRK presses Shadow Wall. Both take 30% less damage from this spike of damage. WAR deals an insignificant amount of damage back (If it was a physical attack. Then the rest of the duration no-one cares about because the boss goes back to auto attacks which aren't threatening anyway.

    Thematically, Vengeance is cool because of the return damage. In practice, there aren't a lot of situations where it is relevant.

    Once you get the core functionality of the role to a point where everyone is on equal footing, so everyone can mitigate TB's equally and everyone can provide something while "OT" (Or more accurately, while not actively tanking).

    Then it's merely a matter of tuning numbers. Making sure that DPS remains roughly equal. That Enmity generation remains roughly equal.

    After that point, you can do anything you want with the jobs to make them feel unique. So long as they all can perform their duties equally, they'll all be viable no matter what you do with them, much like how DPS are quite varied in playstyle and still can perform their function within an acceptable margin of one another.

    Quote Originally Posted by shao32 View Post
    i mean you argument works against you too, the most small thing can put ahead a tank over others, if 2 tanks works pretty well the other will cry in a corner except you make every tank do the same and i doubt you want do that, and with you opinions of the devs do you extecptem do it at you way and don't fail? they fail with 3, with 4 bet for it.
    Well, it's all down to whether the devs see the issues or not.

    When all is said and done, it's pretty simple to create tank equality. The hard part is tuning the numbers for DPS, but they've already done that bit.

    They just need to take the step to create proper equality between tanks when performing their role. Rather than taking the option to intentionally create imbalance within the role by forcing "MT" and "OT" designs (Especially when their view of the jobs roles are heavily skewed so they consider PLD a MT and WAR and OT)

    Quote Originally Posted by shao32 View Post
    idk if you know this but WAR penalty in full tank stance its around 25% of damage lose compared to full dps stance uptime, same with DRK same with PLD, war dont loose more
    1) You're the one who mentioned WAR having "Minimal DPS loss" to use Defiance. Which is not the case, even with Unchained, you lose out on a TON of crit chance.

    2) WAR loses the 5% bonus damage from Deliverance, 5-10% crit chance from Deliverance and takes the 20% damage down from Defiance.

    PLD loses their 75 potency hit on their AA's and takes only a 15% damage down from Shield Oath.

    DRK loses 24% damage from Grit (Due to how multiplicative damage modifiers work, thus with Darkside and Grit damage modifiers you end up at 96% of base damage as opposed to 120% of base damage)

    WAR loses the most when entering Defiance, not even accounting for the DPS loss that is expending Gauge on Inner Beast instead of Fell Cleave. The upside is once per 90 seconds they can use Unchained to remove the damage down from Defiance.

    Quote Originally Posted by shao32 View Post
    they can enjoy the defiance status that yes dont bring defense per se, but prevents death with more HP pool, it brings efective HP like grit and shield do, so the skill alone its equaly effective as grit and shield.
    It only brings EHP if you get healed. If you don't get healed, you have exactly the same EHP as before you entered Defiance. Whereas PLD/DRK both instantly get their 20% damage reduction upon entering their tank stances. No need for them to pop a CD like Equilibrium, or to receive a heal from healers.

    Quote Originally Posted by shao32 View Post
    and you expect then do the balance in you way?
    Expect? No.

    Hope? Yes.

    Quote Originally Posted by shao32 View Post
    if you put holmgang at 5 min you won't be able to do more that 2 of then so stays in the line with the other tanks, and living dead need a rework but we are tired of asking for it.
    Except it doesn't work that way.

    If Holmgang was at 5 minutes, now everyone will be running DRK because Living Dead is 4 minutes CD so they can use it more frequently.

    If all these skills were on 5 minute CD's, then everyone would be running PLD because Hallowed Ground is outright the strongest effect.

    That's the issue with these skills, they are inherently unbalanced and people will always end up finding a situation where one of them will be superior, either because of its CD making it more available (Such is the case with Holmgang having 1 minute shorter CD than Living Dead) or because the effect being stronger (Such is the case with Hallowed Ground completely preventing incoming damage with no drawbacks)
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  9. #49
    Player
    Phoenicia's Avatar
    Join Date
    Oct 2013
    Location
    Idling in Idle-shire
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    748
    Character
    Naomi Enami
    World
    Odin
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Kalise View Post
    If Holmgang was at 5 minutes, now everyone will be running DRK because Living Dead is 4 minutes CD so they can use it more frequently.

    If all these skills were on 5 minute CD's, then everyone would be running PLD because Hallowed Ground is outright the strongest effect.

    That's the issue with these skills, they are inherently unbalanced and people will always end up finding a situation where one of them will be superior, either because of its CD making it more available (Such is the case with Holmgang having 1 minute shorter CD than Living Dead) or because the effect being stronger (Such is the case with Hallowed Ground completely preventing incoming damage with no drawbacks)
    Living Dead is 300s or 5 minutes CD. It will be a wash at that point comparing only ultimates (Holm needs a target and lasts 6s, LD needs Full heal, lasts longer and is dispellable). The deciding factor will be DRK's overall mitigation outside of said "ultimate" is higher whereas WAR will be a very very gimped PLD that doesn't have Hallowed nor Sheltron.
    (0)

  10. #50
    Player
    shao32's Avatar
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    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Kalise View Post
    You mean like the free healing that everyone will receive because a healer will always be casting an AoE heal since these AoE shields from the tanks aren't going to stop them from needing to cast a heal?
    its free just use it and enjoy it, necesary meaby not meaby yes, but they still are there, they still are usefull just use it.

    Quote Originally Posted by Kalise View Post
    It's quite simple.

    In your situation, you're trying to balance tanks in pairs, so they have equal capabilities. So that things like DPS, mitigation, enmity, utility are all equalized between them. Then you're advocating for each pair to be distinct from each other (In a way that wouldn't then cause people to force "Same sub-role" compositions, like they inevitably would) for some reason.

    In my situation, it's just making the baseline things for Tanks, like DPS, mitigation, enmity and utility are all equalized because they're all given a specific core of abilities that let them perform their required role.

    I don't want a particular job to be favoured because it arbitrarily has a better defensive CD so is better at cheesing Tankbusters. Nor do I want a particular job to be favoured because it's the only job in the role that has a set of utility skills.

    Especially when much of these skills don't actually have any gameplay related to them. Like, when a Tankbuster comes, you press a CD (Or a couple of them). It doesn't matter if its Hallowed Ground, Holmgang, Shadow Wall, Vengeance, Rampart etc. The gameplay is the same. You press an oGCD button and you take the hit and don't die.

    So... What's the purpose in creating imbalance by having a bunch of "Unique" CD's? If the gameplay is still the same irregardless, press a button > don't die > continue your rotation as normal.
    its simple only 1 pair will have aoe shields for example, the other can have other stuff, things like that, i dint say any moment 1 pair mitigating better or cheesing better TB at all, it will create diversity, not like all tanks being able to do the same.

    and idk why you consider the MT-OT comps are going to fail and ppl will bring double whatever without considering or going deep of what can be have to prevent this.

    Quote Originally Posted by Kalise View Post
    Like, you mentioned about Vengeance being imbalanced... But honestly, how much is it? A tankbuster comes. A WAR presses Vengeance and a DRK presses Shadow Wall. Both take 30% less damage from this spike of damage. WAR deals an insignificant amount of damage back (If it was a physical attack. Then the rest of the duration no-one cares about because the boss goes back to auto attacks which aren't threatening anyway.

    Thematically, Vengeance is cool because of the return damage. In practice, there aren't a lot of situations where it is relevant.
    vengeance is strong but i say too that's irrelevant bcs its just a piece of the overall kit, so yeah vengeance is the best of the 3 but that dosen't mean its imbalance since its the overall mitigation kit performance that matters, but shadow wall sucks before the buff all being said.

    Quote Originally Posted by Kalise View Post
    Once you get the core functionality of the role to a point where everyone is on equal footing, so everyone can mitigate TB's equally and everyone can provide something while "OT" (Or more accurately, while not actively tanking).

    Then it's merely a matter of tuning numbers. Making sure that DPS remains roughly equal. That Enmity generation remains roughly equal.

    After that point, you can do anything you want with the jobs to make them feel unique. So long as they all can perform their duties equally, they'll all be viable no matter what you do with them, much like how DPS are quite varied in playstyle and still can perform their function within an acceptable margin of one another.
    i agree all jobs need to archive similar performance on every content i dint say other thing, its hard to talk about MT-OT when everyone have a diferent mental idea of what this means, but to be clear im more into when yoshi speak about this means more like everyone will be equal on basic duty but will have 2 diferent sets of utility and other stuff there MT-OT witch i find ok but its not sure yet so.


    Quote Originally Posted by Kalise View Post
    Well, it's all down to whether the devs see the issues or not.

    When all is said and done, it's pretty simple to create tank equality. The hard part is tuning the numbers for DPS, but they've already done that bit.

    They just need to take the step to create proper equality between tanks when performing their role. Rather than taking the option to intentionally create imbalance within the role by forcing "MT" and "OT" designs (Especially when their view of the jobs roles are heavily skewed so they consider PLD a MT and WAR and OT)
    tank equality dont exist, you can't make every tank do the same, for that dont add new tanks.


    Quote Originally Posted by Kalise View Post
    1) You're the one who mentioned WAR having "Minimal DPS loss" to use Defiance. Which is not the case, even with Unchained, you lose out on a TON of crit chance.

    2) WAR loses the 5% bonus damage from Deliverance, 5-10% crit chance from Deliverance and takes the 20% damage down from Defiance.

    PLD loses their 75 potency hit on their AA's and takes only a 15% damage down from Shield Oath.

    DRK loses 24% damage from Grit (Due to how multiplicative damage modifiers work, thus with Darkside and Grit damage modifiers you end up at 96% of base damage as opposed to 120% of base damage)

    WAR loses the most when entering Defiance, not even accounting for the DPS loss that is expending Gauge on Inner Beast instead of Fell Cleave. The upside is once per 90 seconds they can use Unchained to remove the damage down from Defiance.
    WAR is the only tank that can use unchained and enjoy 10 seconds of tank stance and equilibirum with minimun cost, PLD and DRK will just waste resources a entire oGCD the second they do that and WAR can save his fell cleave until come back to deliverance (if you empty you gauge first of course) and make his principal source of dps stay intact, i can't archive the same with DRK.

    second you complety miss upheaval do more damage on defiance, WAR still have unchained so they mitigate more the total of dps lose, and inner beast ignore the 20% damage penalty, i will encourage to make a test if you want, WAR don't loose more dps that the other 2 i tank stance.


    Quote Originally Posted by Kalise View Post
    It only brings EHP if you get healed. If you don't get healed, you have exactly the same EHP as before you entered Defiance. Whereas PLD/DRK both instantly get their 20% damage reduction upon entering their tank stances. No need for them to pop a CD like Equilibrium, or to receive a heal from healers.
    oh god lord, you have equilibrium for that, its free, its 60 seconds recast and heal you missing heal, please enjoy the sinergy betwen defiance and equilibrium, you dont need a healer at all.

    Quote Originally Posted by Kalise View Post
    Except it doesn't work that way.

    If Holmgang was at 5 minutes, now everyone will be running DRK because Living Dead is 4 minutes CD so they can use it more frequently.
    living dead: 300s recast, 60x5=300.

    Quote Originally Posted by Kalise View Post
    If all these skills were on 5 minute CD's, then everyone would be running PLD because Hallowed Ground is outright the strongest effect.

    That's the issue with these skills, they are inherently unbalanced and people will always end up finding a situation where one of them will be superior, either because of its CD making it more available (Such is the case with Holmgang having 1 minute shorter CD than Living Dead) or because the effect being stronger (Such is the case with Hallowed Ground completely preventing incoming damage with no drawbacks)
    PLD can stay on 7 min coldown since the nature of the skill, living dead its already 5 min, and only have barely 1 use more that PLD depending of the fight so 5 min for holmgang its perfect.
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