It does sound like that is what she's saying.
"No, stop attacking you other tanks! You are generating enmity! Go AFK!"
Total chaos.
...Oh dear, RIP low level paladins.
No combo at all until 60, just Fast Blade Riot Blade spam the whole way.
Yay...
Mixed bag. I don't mind the homogeneity in the tank's capacity, but I do mind the homogeneity in their playflow that's likely to occur now.
I like that they'll all likely have significant and balanced AoE. I don't like that every job has a two-stage AoE combo plus a gauge-spender AoE.
I mostly like that they can all work equally from MT or OT positions. I don't like that this seems provided by simply each having a point-support and (close proximity) raid-support skill.
It's fine for them to put out nearly the same throughputs and capacities. It's not fine for them to feel the same in the way they do so.
Rage of Halone has not been removed, judging by datamining. You'll have the same 1-50 combo experience. It's quite possible it will upgrade into Royal Authority later on, though.
It’s why I mentioned changing provoke and shirk and adjusting the way aggro works. All they would have to do is make voke function like it does in swtor and it’s a non-issue.
For the uninformed, the way provoke works in swtor is:
1. The cooldown is around 12-15 seconds.
2. It puts you at 30% ahead of whoever is at the top of threat list. But here’s the genius of it, that also includes yourself. So every provoke puts your threat 30% above where it was. It lets you spike your threat exponentially and if you have to swap, the other tank uses their provoke. Makes aggro a non-issue.
3. The idea that you wouldn’t be able to control aggro in a 24man? I’m skeptical about that. But I’m also perfectly ok with the community either adapting or dying. I know it’s easy to be cynical about it but I think it could be done.
Even if it was removed they most likely would move atleast one of the other combos into earlier content, say getting Goring Blade at 26 instead of 54 as an example.
The biggest thing that I took away from this Live Letter is that the dev team seem to at least be processing community feedback. Most of the changes seemed to come out of things that were discussed at length by the community. Even little suggestions, like giving jobs like MCH more of a FF feel through classic abilities (Bio Blaster, Drill) seems to have not gone unnoticed. So well done for that.
The removal of 100% uptime buffs (Slashing, Piercing) was both necessary and very much wanted. The decision to adjust LB generation to account for Shake it off and Divine Veil cheese was also smartly done. More broadly, I think that shielding was starting to get out of control, and I'm interested to see how both the new shield meters as well as the adjustments to healers (especially SCH) are going to impact this.
The tank stance changes are welcome. I'm a bit concerned that toggling off these new "enmity stances" is going to run into the age-old problem of "stance sticking" unless the implementation of stances itself has been adjusted. But we'll have to see.
The charge system is interesting. While it seems like it might alleviate the potency penalty for holding on to a gap closer until a more useful moment, I don't think that it necessarily solves this problem. As long as gap closers benefit from buff windows, you're probably going to want to hold your charges (without capping) until your next potion or buff comes up.
That being said, given that Arm's Length seems like it might also be a tank role action (based on the Gunbreaker hotbars), I think we'll see a definite improvement in the situation.
Overall, what they've presented so far seems pretty good. I'm still reserving my judgement, but I'm looking forward to seeing what they've done.
Now see, I had been under the assumption that SE assumes the tank currently getting beat in the face by the boss is in old Tank Stance, which is now guaranteed via the trait for -20% damage taken.
Do you think they will adjust damage up to factor this in, or will they keep the damage the same? That's a 25% increase in EHP that the players have by and large ignored that they now get for free, plus whatever scalar is applied based on item level (it says Str/Vit, but that goes up with Item level since you can't meld it now)
Needing TBN to break, to proc the "Dark Arts effect" in order to use "X of darkness" moves, so you can extend the timer on darkside, still feels like all the stuff i hated they added to DRK in SB, while only getting rid of the clunkiness of pressing dark arts.
I just want HW DRK back. (Even if it was clunky. id rather clunky HW DRK, than unfun, but smooth SH DRK.)
We only needed QoL stuff, not all this other BS.
What is your source for that please ? If it's really the case I'm pretty sure that breaking TBN is only going to be ONE option to proc "Dark Arts". Because in the job trailer the DRK isn't getting a TBN broken at all and he's still able to use the "Darkside extender" move. I doubt that they just had him have Dark Arts from the start because the video lasts way more than 10sec. You're either spreading some misinformation that even the leaks didn't talk about, or your source is incomplete and we're going to have another option. I highly doubt that they'll make DRK THAT clunky again after all the feedback on all the previous states the job has gone through.
Please wait for the full job skill list to be available for us to see before jumping on any kind of conclusion.
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