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  1. #1
    Player
    aodhan_ofinnegain's Avatar
    Join Date
    Nov 2017
    Posts
    545
    Character
    Aodhan O'finnegain
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by PyurBlue View Post
    Not at all. Having a chance to mitigate brings issues for TB's, but not for multiple hits. Bulwark was better than Rampart for Autos or mobs. It also built up Oath for more Sheltrons. This doesn't really matter though as the skill could have been changed to anything. I even suggested a fix for the TB issue by having Bulwark build up a shield.


    Homogenization isn't a scary word, it's descriptive term. I don't see a sacrifice to be made and that's where we seem to disagree. We don't have to have copied skills to achieve balance. It certainly makes things easier for the devs but it's not required.
    I specifically said, unless Bulwark was guaranteed damage reduction, and then proceeded to point out the glaring flaw if it was via blocking. And actually no Rampart was better, as you get two uses of Rampart in the same time it takes for Bulwark to come off cooldown and it last an extra 5 seconds longer in duration. Bulwark which it's effectiveness was heavily dependant on how far into an expansion we were, as blocking does scale, in both rate and strength. Then it comes down to when we're comparing both skills.

    To be honest I rather have homogenisation when it comes down to defensive skills, (tank invulns and short recast cooldowns are whatever they are their own thing which gives enough unique defensive flavour to the jobs), like I have said, last time the 30% were unique, they were so imbalanced it was awful, if homogensation of the 30% remedies that, then I'm happy to have some homogenisation.
    (1)

  2. #2
    Player
    MaraD_'s Avatar
    Join Date
    May 2019
    Posts
    290
    Character
    Hede Devaul
    World
    Mateus
    Main Class
    Fisher Lv 80
    Quote Originally Posted by aodhan_ofinnegain View Post
    last time the 30% were unique, they were so imbalanced it was awful, if homogensation of the 30% remedies that, then I'm happy to have some homogenisation.
    But we know they could have been balanced w/o making them the exact same.
    They need to fill the same function, but you dont need them to be identical in how they fulfill the same function.

    I understand why the tanks are now going to have more focus on making their DPS rotations differ, while keeping most of thier mitigation nearly identical.
    But some of the prior options between the tanks in the prior expansions, could have worked, if content actually required the differences they were given.
    example: shake it off didnt work on boss mechanics. so they had to change it.
    O6S actually made holmgang less useful, but it didnt matter since the fight wasnt designed around making sure WAR wasn't a guaranteed slot.
    PLDs cover is great for cheezing mechanics, but it hardly saw anything like that in HW, despite cover existing back then too.
    Anti-push backs werent as frequent until SB, so PLD saw an actual reason to be invited over DRK.
    Which is fine, IF DRK had something at least in another fight, to choose it instead.
    Or at least a mechanic in the same fight, to also have over PLD. etc.
    Tanks have silence/stuns, and hardly use them in savage content. (I know they interrupt now in E1S, but i havent touched current savage, but just going by prior savages)
    Awareness was pretty much only used for halicarnasus and nothing else. (All tanks get this, but im just showing how content isnt actually being designed with the tanks capabilities in mind)
    You could have 4 required abilities, and each tank only has 3 of 4. (not specifically mitigation.)
    So one mechanic is a push back, that 1 tank has no means to deal with, so they have to run away/back.
    but they do have the ability thats required later, that another tank doesnt have. etc.
    (As long as you have a means to deal with this loss, such as running back to the boss in O5S)

    The developers behind the job designs only play DPS. they dont play tanks or healers, and the combat designs dont bother looking at anything other than a bare minimum of what auto attacks can do, cleaves, and TBs can do.

    They heavily build the fights around what DPS can do, since burst phases line up with boss mechanics, in a manner you know the devs did intentionally.
    Bosses COULD be designed taking tanks pros/cons into mind, but they dont. THAT is why you're "technically" right, but why the rest of us are fighting against it. We want them to actually try on tanking mechanics.
    (2)
    Last edited by MaraD_; 09-10-2019 at 03:31 AM.