Last edited by Reynhart; 04-16-2019 at 06:27 AM.
Y: I usually compare FFXIV with a theme park, but the Forbidden Land of Eureka won’t be a place where everyone would want to go. For example, there are people who don’t want to go to horror houses because they don’t see the point in getting scared on purpose. For example, on a date, the boyfriend might want to invite the girlfriend to go the horror house, but the girlfriend just doesn’t seem to find it fun. In other words, it’s not like everyone wants to go to the horror house, but there are people who just love the adrenalin rush they get from it. Think of Eureka as something like that.
No you are failing to understand the difference in an actions purpose and how it achieves that purpose. Giving (for example) war an action that significantly mitigates damage on a single target is not "giving war cover" which was the initial response. Its giving war a single target protection tool. The only way you give war cover is if you give war cover. It doesnt have to redirect damage to serve the purpose of protecting a single target from death to high damage. No one ever suggested war go jump in front of an alli and redirect damage. But the suggestion was to give war and drk a cover TYPE ability.
You are the one that us confusing the meanings of words in this case. Cover type ability isnt cover. Its having a tool to accomplish the same task (protecting a single target from extreme damage). The redirection is simply the way a pld would accomplish that task. Drk could do it with shields. War could do it with straight mitigation (as an example) and never touch the iconic idea of jumping in front of an ally as plds have been doing for decades.
And you're deliberately avoiding an important difference between those actions, that I already explained, precisely that addionnal effects are redirected with Cover and not with any other way of mitigating damage on someone else. The sad part is that this is essential on what makes Cover strategic, allowing to bypass some movements or tank swaps, which is an important concern when imagining a tank that isn't supposed to "main" tank.
Y: I usually compare FFXIV with a theme park, but the Forbidden Land of Eureka won’t be a place where everyone would want to go. For example, there are people who don’t want to go to horror houses because they don’t see the point in getting scared on purpose. For example, on a date, the boyfriend might want to invite the girlfriend to go the horror house, but the girlfriend just doesn’t seem to find it fun. In other words, it’s not like everyone wants to go to the horror house, but there are people who just love the adrenalin rush they get from it. Think of Eureka as something like that.
Diabolic Eye
120s CD
Grant another party member the buff "Gaze of the Abyss" absorbing all damage taken for 10s while you remain within 12y of them.
Once this effect expires, you gain the debuff "Grasp of the Abyss" dealing damage to you equal to the damage absorbed over 5s.
For example. If you simply wanted to retain the "Take damage/effects of someone else" thing.
Instead of taking the mechanic at a base value of "Reduce damage ally takes (Also prevent negative effects from applying to them)"
Also note: This doesn't necessarily have to be about using it on the MT... It could be a mechanic where a DPS/Healer gets targeted by something and you then go save them. Instead of just "Cover the MT to prevent needing to swap"
Then you probably should have provided some examples of non-exploit ways of "Creatively using skills"
When all I'm going on is you stating "I did this thing, which was then patched out because it was an exploit... But then I also did this other thing, which was an exploit and also got patched out..." it paints the picture of you actively looking to find exploits with these inequal kits.
Except what if it didn't work for this particular TB because it was designed specifically for Paladin's one?
What if it provided a healing debuff which meant that not only would DRK not be able to take it with LD but neither would WAR with Holm?
Well, it's not like we don't have plenty of room to cull skills.
What with vestigial Enmity combos (3 skills), situational skills, random extra defensive CD's (Raw Intuition/Thrill of Battle/Bulwark/Dark Mind) oh and lets not forget, the 10 Role Actions we have where only 3 are actively "Necessary" for general play (Rampart, Provoke, Shirk) the others can be culled or altered without much change to the overall Tank playstyle (This isn't to say they're useless, just that they're not as vitally important to playing a Tank as the aforementioned 3 skills)
Or... Get this...
We could give all tanks access to unique skills that then become Tank exclusive responsibilities!
While also having DPS have their own DPS exclusive responsibilities!
Instead of designing more things like Slashing debuff where it's a case of bring WAR if you don't have a NIN/SAM to provide it...
Let all roles have some exclusive responsibilities. Done in a way where you don't also make them exclusive to a particular job either.
Last edited by Kalise; 04-16-2019 at 06:10 AM.
Oo, I like that one. I don't really think it maintains parity however. Using Omega 12 for an example, Cover works here because you use it after the Debuff applies to the guy about to be blasted. This ability doesn't, because the guy's still going to take -full- damage enhanced by said debuff. Like, 200k. Taking 40k a second, 120k a tick or similar results kind of makes this ability less worthwhile than just doing the mechanic properly. Needs work. But I like it.
I only gave you one example of a thing that got patched out. The second example wasn't. But I understand it wasn't clear. I'm assuming you're mostly reading about this stuff and never actually got to do it. Which is a shame - BC Raiding set the standard for a lot of stuff, in and out of WoW.
If it's designed specifically for hallowed ground it's going to happen at most twice in an encounter. Just let the Dark Knight eat the deaths. Not the best solution, but it's doable. Dark Knight ain't gonna like the solution but they can still clear it.
Oh sure, you can remove stuff and add stuff. But you're still adding less unique tools by maintaining parity across the board instead of doing separate ones for each job.
Sure, I'd be all about that. That's a great first step. Dividing up the responsibilities of an encounter I'm all for it. Maybe tanks won't feel like discount melee then.
I meant that you are not limited to using Cover only as an OT. It doesn't happen often, but in the event you are main tanking you can still cover a healer or DPS from taking lethal damage if needed. Cover usage is not limited to being in the OT position.
Cover does in fact reduce damage. By a lot, if you want it to.
Again, you are only describing the fleshing out of a particular ability. Cover is a tool to mitigate damage dealt to a single party member. As a function of it's design, it redirects that damage. Sometimes this redirect function is useful, other times you are only using it to mitigate the damage.
But I can't help tie this in to the bigger picture. Clearly, this is the type of ability that you and Lyth would seem to support. It's wholly unique in it's function among support abilities, and it's also deeply ingrained in the PLD archetype. To take Cover away from PLD would be to take away it's shield. Fair enough. But don't then say that there is too much homogenization already and that's why they've failed to achieve "balance". If you want or need this unique function, then you can only get a PLD to fill it. Good night, Dark Prince.
Sure, but that doesn't change the function.
The function is that it redirects the attack. The trait itself is called "Enhanced Cover", as in it is augmenting the base Action, Cover. Anything else in supplement to Cover, such as Shelltron, Rampart, or what have you, isn't the function of Cover itself.
|
![]() |
![]() |
![]() |
|