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Thread: Tank Fixes

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  1. #1
    Player
    RadicalPesto's Avatar
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    Jan 2019
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    Pesto Lady
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    Lich
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    Red Mage Lv 70
    An offensive gauge spender with an effective cooldown of 7 seconds is the last thing Paladin needs. It would effectively make players avoid Sheltron and add so much empty APM as to make Dark Arts seem like a good mechanic.
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  2. #2
    Player
    MurasakiAeda's Avatar
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    Jul 2019
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    Murasaki Aeda
    World
    Atomos
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    Dark Knight Lv 80
    Quote Originally Posted by RadicalPesto View Post
    An offensive gauge spender with an effective cooldown of 7 seconds is the last thing Paladin needs. It would effectively make players avoid Sheltron and add so much empty APM as to make Dark Arts seem like a good mechanic.
    I feel like removing Dark Arts was a waste, could they not have improved upon it? Like increase it's recast time to something higher like 15s and changes to which abilities could be enhanced by it. There was just too many moves which could be enhanced by DA in SB. Dark Arts could also enhance defensive abilities again. I feel that the issue with DA in Stormblood was how frequently one had to use it, not so much the ability.
    (2)
    Last edited by MurasakiAeda; 09-12-2019 at 02:37 AM.

  3. #3
    Player
    MariaArvana's Avatar
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    Nov 2018
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    Character
    Maria Rubrum
    World
    Gilgamesh
    Main Class
    Summoner Lv 80
    Quote Originally Posted by MurasakiAeda View Post
    I feel like removing Dark Arts was a waste, could they not have improved upon it? Like increase it's recast time to something higher like 15s and changes to which abilities could be enhanced by it. There was just too many moves which could be enhanced by DA in SB. Dark Arts could also enhance defensive abilities again. I feel that the issue with DA in Stormblood was how frequently one had to use it, not so much the ability.
    At the crux of its core, DA was a 140 potency OGCD. It enhanced every offensive move basically the same way; giving it 140 potency.
    Flood of Shadow/Edge of Shadow operate the same way that DA did at the crux of its core; using an OGCD that pushes out a certain amount of extra potency. Only FoS & EoS cost way more, thus solving DA's issue of being required to essentially be spammed.

    If DA were to ever come back again, it would need an entirely new effect; as EoS & FoS have taken over its old role.

    As far as the OP's changes, you'd have to re-work WARs entire offensive kit if you want to make FC & Decimate OGCD, as you'd utterly neuter IR which composes a ton of WAR's damage. Also 10% all damage reduction for 6s >>> 50% parry. When they're making a bunch of steps to letting CDs be all encompassing, creating or changing CDs to only affect 50% of damage types (only physical or only magic) is a step backwards.
    (1)

  4. #4
    Player
    Enuriel's Avatar
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    Oct 2012
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    Character
    Enuriel Valkyrie
    World
    Mateus
    Main Class
    Pugilist Lv 63
    Quote Originally Posted by RadicalPesto View Post
    An offensive gauge spender with an effective cool down of 7 seconds is the last thing Paladin needs. It would effectively make players avoid Sheltron and add so much empty APM as to make Dark Arts seem like a good mechanic.
    Your correct. Had just woken up and wanted to get something posted that i have been thinking about for a couple weeks, and that was a last minute addition.

    Quote Originally Posted by MaraD_ View Post
    DRK shoulda been built around taking up blood in place of HP as a resource, while under dark side. (due to the abusive nature of this, since tanks barely need healing, all -hp/blood effects do more dmg if blood is the resource spent.)
    (Also DRK should have had super bolide. Sacrifice all HP to become invincible. Throw up TBN right before, so u dont die to server tick at 1hp.)
    In place of their pet on a long cool down, it should be a "death Grip/pull" that works on bosses, to cheese mechanics. But since its a DPS loss, the cheese better be worth it.
    (Still put on a long CD, so it cant be spammed)
    And i think that is where the problem is with tanks now. It's all about DPS gain and not about being able to mitigate more damage. In-vulnerabilities should never be about increasing personal damage. it should 100% be about saving the party from a wipe by allowing the tank to ignore a mechanic or two while allowing everyone to push their DPS. After all we are tanks and that is part of the job description.

    As for tank DPS, firstly we are tanks and should be focused more on defensive abilities while contributing to group damage. Which i think a vast majority of people do not like, because i have heard from several people that think tanks should still be doing a lot more damage. I think the current numbers are generally where tanks should be. A little bit higher then a healers output, but far lower then a pure damage dealer. However, i disagree with GNB and PLD being top DPS while DRK and WAR are bottom of the barrel. I think it'd be fine if WAR and GNB were the damage dealing tanks while DRK and PLD were the mitigation tanks.

    As for threat, currently it is so mind-numbing and extremely easy. If you lose threat (except in very rare and few situations) you are simply tanking wrong or forgot your tank stance. Part of what made tanking interesting for me was keeping threat off really good players while balancing mitigation and damage. Currently one move pretty much seals the deal. Which is fine i suppose it allows the player to focus on other aspects like when to use their "burst" ability. Sadly i still see lots of tanks not properly using cool downs opting instead to continue their burst.
    (1)
    Last edited by Enuriel; 09-12-2019 at 01:14 PM.

  5. #5
    Player
    aodhan_ofinnegain's Avatar
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    Nov 2017
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    Character
    Aodhan O'finnegain
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Enuriel View Post
    And i think that is where the problem is with tanks now. It's all about DPS gain and not about being able to mitigate more damage. In-vulnerabilities should never be about increasing personal damage. it should 100% be about saving the party from a wipe by allowing the tank to ignore a mechanic or two while allowing everyone to push their DPS. After all we are tanks and that is part of the job description.

    As for tank DPS, firstly we are tanks and should be focused more on defensive abilities while contributing to group damage. Which i think a vast majority of people do not like, because i have heard from several people that think tanks should still be doing a lot more damage. I think the current numbers are generally where tanks should be. A little bit higher then a healers output, but far lower then a pure damage dealer. However, i disagree with GNB and PLD being top DPS while DRK and WAR are bottom of the barrel. I think it'd be fine if WAR and GNB were the damage dealing tanks while DRK and PLD were the mitigation tanks.
    So first tank invuln comments, that's like say healers should prioritise GCD healing and save oGCD heals for just in case, lmao not gonna happen mate. Big bad tankbuster gonna happen, you use tank invulns like you would Sentinel, Vengeance, Rampart, or whatever CD, at the end of the day it's still a defensive CD and should be treated as such, none of this amatuer level, it should be an emergency button crap.

    So you say Tanks should focus more on defensives, when we have more than than enough defensives to complete all savage fights, and ultimates sync'd down at 70, so no tanks don't need to focus more on defensives when we already have enough. I also disagree with with your assessment of the tanks ranking in damage. As they are now, are mostly fine, Burst damage type jobs should never overtake flat damage type jobs in damage with the exception of killing a fight at the end of a burst phase. So that does put PLD and GNB ahead of DRK and WAR outside of kill time.
    (0)