At least you had an identity to lose at all.



At least you had an identity to lose at all.
An initial "identity" can best be considered as the mechanics which best make up the most cohesive and attractive "feel" of a job. A cumulative identity, then, is whatever both fits the initial definition of "identity" and fits what has been called an "identity" previously.
If something "goes against its identity", it tends to either be wasting what worked particularly well and has been most attractive to the most players of the job before and/or is merging what worked so well about it, and could be considered better for being thus distinct, with what worked well for other tanks -- making it less "special".



Even the new AF gear looks homogenized. sheesh,
You say that like Warriors spent any time at all in the Stance that actually gave them that superior HP.
It means the same as it ever has -- to make the same, uniform, or highly similar.
One could say that its meaning has always been homogeneous -- of only one distinct kind or type (or, in this case, understanding or interpretation)...
But if you want apply a general and widely understood term solely to your non-fat milk, by all means.


I mean, I imagine some tanks would be okay with it if SE was ever willing to let tanks use HP draining abilities. *cough*DRK*cough*


I assume this was done because people were just using Thrill of Battle for a DPS boost by popping it during IR for a harder hitting Upheaval. Since the unique thing was that is scaled UPWARDS with HP boosts (Unlike PLD's Spirit's Within which merely scales down for... Reasons)
Umm... Actually, in this case it's not that WAR doesn't have an advantage. Since, other Tanks had 20% damage reduction, while Warrior had 25% more HP and more healing which equated to similar EHP.
But it's more about the theme that's lost.
While Warriors rarely actually used Defiance since we entered the DPS Stance meta... It was still a theme for Warrior. Back in ARR their thing was to have fat stacks of HP and lifesteal instead of damage reduction (Which of course, had issues with specifically Twintania). In HW/SB, sure, Defiance stopped being used in favour of Deliverance, but it was still a thing where Warrior was unique in that its Tank Stance bonus was more HP instead of DR.
Now, entering ShB, every Tank is getting the same 20% DR trait. Which is a shame, since it would have been a good way to keep WAR's theme if they instead still had their unique 25% HP and healing. As well as maybe altering another Tank (Or a couple) to have another unique trait to achieve the same EHP but in thematic ways.
I.e. Paladin could have recieved 100% block chance. With Sheltron becoming "Increase the strength of your Block by 20% for the next attack/6s" - With Shields no longer scaling their block strength up to 35% as a result as that would be OP.
Dark Knight could have had "Gain a shield equal to 20% of the damage you receive" or something.
You know. The same skill with the same effect of granting the same amount of EHP. But with some little thematic differences. WAR has fat stacks of HP. PLD blocks stuff (Like a not-imbecile... It's not hard to hold your shield between your face and the enemy to block many of their attacks as opposed to only like 20% of them...). DRK is being protected by the Abyss that surrounds them. While GNB gets the default flat 20% DR skill due to the way they tank via... Having a fancy sword/gun thing which protects them with the power of cool?
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