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Thread: Tank Fixes

  1. #21
    Player
    shao32's Avatar
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    Apr 2015
    Location
    arcadis
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    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by FallenWings View Post
    snip
    on HW DRK use o have 6956 MP, DA use to cost 1768 efectively having 3 almost 4 uses of DA, without TBN you was able to storage more uses of DA that edges right now, edge it's just more potency that unnecesary increase the punishment of fail TBN.

    you forget on SB DA was usable too with bloodspiller, also you forgeth DA was used always with dark passenger you biggest aoe damage attack with 2 and more targets and on HW it was used with dark dance if the pull still was alive to add some handy doges.

    the main diference betwen HW and SB is on HW you was able to use DA on 1 GCD per combo as much (souleater) on SB you was able to fit DA on 3 GCD in the worse scenary in a row (syphon, souleater and bloodspiller) aka creating a spaming problem since you wasn't able to efectively use you MP on other things thanks to the dark passenger nerf betwen other things. on HW with the regular uses of dark passenger combined the steady economy with the only option of DA on GCD you have pretty room of precast DA and comfy get the desire effect without need of doubleweaving. DA was a multy-purpose tool with primary uses on DPS allowing combo diversity being versatile and a job that sinergice with his own kit, please don't say the DA spam meme was always a thing of DRK since it was SB exclusive thing.

    DA bring diversity depending of you situation, on single target situations use to bring combo diversity, real resource management, diverse uses of you MP combined with dark passenger and the job enjoy a far diversity of GCD, BTW power slash was more common to use on HW so you cann add that to the list in some degree. aoe situations DA was primary used as a self heal since is was better use abyssal drain alone when you don't need inmediate heals, more MP more AD more DPS on both HW na SB, compared to edge and flood that just mimic the same rutine on both single and aoe situations.

    edge/flood are just oversimplification locking DRK to spam the same endedless combo without variety, spaming the only MP option you have without variety, no sinergy of any kind, no preplaning/ management, just nothing, storage and use and don't overflow while the rest of the kit is spam on sight, DA give DRK a way to work that no other job have archive a lot of stuff with just a single buttom and adds a lot of variety and diferent strategicts, in other words make DRK a tactical job and not a mindless TA slave.
    (1)
    Last edited by shao32; 09-13-2019 at 11:23 PM.

  2. #22
    Player
    Carstien's Avatar
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    Dec 2013
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    302
    Character
    Richter Cade
    World
    Alpha
    Main Class
    Reaper Lv 100
    Very high in the list of worst ideas on the forum. Like it or not the tank resources are used for damage because it's the only way to effectively add layers of complexity to them and isn't even that complex at that. Removing that and linking them to defensive skills will just make those resources mostly ignorable. Also 500+potency ogcd's with 10 second recast timers on tanks and no other cost, lol.
    (1)

  3. #23
    Player
    Enuriel's Avatar
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    Oct 2012
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    3
    Character
    Enuriel Valkyrie
    World
    Mateus
    Main Class
    Pugilist Lv 63
    Quote Originally Posted by Carstien View Post
    Very high in the list of worst ideas on the forum. Like it or not the tank resources are used for damage because it's the only way to effectively add layers of complexity to them and isn't even that complex at that. Removing that and linking them to defensive skills will just make those resources mostly ignorable. Also 500+potency ogcd's with 10 second recast timers on tanks and no other cost, lol.
    It wasn't stated to remove the gauge cost from them, granted it didn't state to continue having gauge cost. But i took it for granted that people would understand and use some common sense and go "oh this is just changes" and not jump at the chance to berate and belittle someone who's views and ideas differ from your own. But hey guess that's the world we live in now!

    Also you don't add a level of complexity by spamming 1 skill multiple times in a row. That is redundancy and leads to boring game play. Tanks are tanks and using the premise of "Defensive skills will get ignored in lieu of Damage Abilities" just goes to show that the community at large views tanks now as DD's with some defensive cool downs. Yes tanks need to deal damage, but they should have more then 3 defensive abilities to utilize.

    You add a level of complexity by having different skills that mitigate different types of damage. Tanks were better and more fun back in ARR/HW era because they were more complex. However, there were tweaks and fixes that should have been made to ease frustrations on jobs. Like Dark Arts spam to increase almost every ability DRK had and Living Dead flaws that makes it so good yet horribly bad for healers to get rid of the status.

    Also while on the subject Paladin's burst phase isn't tied at all to Oath Gauge, Only Defensive and Utility abilities are on it. IE Sheltron | Intervention | Cover. So by that logic you should never see a Paladin ever using those abilities. Which is simply not true at all. However, I do see paladins ignoring Cover/Intervention and only using Sheltron. The more defensive's you have the smoother a run and the damage becomes more stable instead of spiky, and a tank that doesn't do his best to mitigate what he can instead of pushing DPS is greedy and often times ignores using cool downs and just yells at healer to heal harder. Which is terrible game play, so to fix this more defensive's should be introduced that helps normalize damage (not saying we should have enough defensive's to maintain a 100% up time on Cool Downs), but we should be able to maintain around 30-40% up time on all tank jobs.
    (0)
    Last edited by Enuriel; 09-14-2019 at 02:10 PM.

  4. #24
    Player
    MariaArvana's Avatar
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    Nov 2018
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    347
    Character
    Maria Rubrum
    World
    Gilgamesh
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Enuriel View Post
    Also while on the subject Paladin's burst phase isn't tied at all to Oath Gauge.
    PLD works because they only have defensive abilities tied to their oath gauge. No halfway intelligent PLD is going to ignore free abilities that don't effect their dps.

    The story would be much different if you tied both offensive & defensive abilities to PLD's oath gauge. Then it would literally transform into 'figuring out the least required amount of gauge needed for the fight and at what intervals, then spam the heck out of the offensive move.' Take a look at DRK in SB, where despite it being a great defensive tool, the highest DRK play involved minimizing TBN usage as little as possible due to it being a small dps loss everytime even if it broke, which would add up across the fight; since that MP could be better spent on another DA for pure dps gain. Keeping offensive costs and defensive costs mutually exclusive to each other is the only way to avoid "Optimize for dps" syndrome, or your defensive options have to reward you with potency equal to the damage you'd lose executing them; see SHB TBN being dps neutral so long as it breaks.

    Also no, you don't add complexity by having tanks specialize in different damage mitigation types, you create people banning certain jobs depending on the tier and create massive imbalance, take a look at the entirety of HW. PLD was literally weaker than DRK not only offensively, but defensively as well purely from the fact half of their mitigation kit didn't work on Magic damage in an entire raid tier where more than 70% of attacks were magic damage, resulting in them having a much harder time in the fights where DRK and WAR just laughed off damage due to being omni-damage/magic favoring reduction.

    Also, the community views tanks as DD's with more health and mitigation buttons because that's simply how the game is designed. Fights are very static, damage is scripted to come out at set intervals, so long as you push the right mitigation buttons at the right time, the remaining 99.9% of your energy goes into optimizing your damage output since that's the actual fun part of tanks in the game.

    Quote Originally Posted by FallenWings View Post
    snip
    Also if thats the same Fallen I'm thinking of, hi o/
    (3)
    Last edited by MariaArvana; 09-15-2019 at 03:09 PM.

  5. #25
    Player
    aqskerorokero's Avatar
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    Nov 2016
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    279
    Character
    Aquis Onionslicer
    World
    Ragnarok
    Main Class
    Paladin Lv 90
    What is bothering me is why he he'll GNB's gauge does have only 2 bullets slots? In the cinematic Thancred had six.
    (0)

  6. #26
    Player
    Rosenstrauch's Avatar
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    May 2015
    Location
    Valnain
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    827
    Character
    Wind-up Antecedent
    World
    Zalera
    Main Class
    Rogue Lv 100
    Quote Originally Posted by aqskerorokero View Post
    What is bothering me is why he he'll GNB's gauge does have only 2 bullets slots? In the cinematic Thancred had six.
    Perhaps the original design required you to have a charge for every step of the Continuation combo? Six bullets would account for each individual hit between the combo steps and Continuation itself.
    (0)

  7. #27
    Player
    Kali-ka's Avatar
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    Jul 2015
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    Character
    Kali Ara'rashi
    World
    Gilgamesh
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by aqskerorokero View Post
    What is bothering me is why he he'll GNB's gauge does have only 2 bullets slots? In the cinematic Thancred had six.
    I think blah blah lore reasons, but probably because he cant use aether like normal GNBs and has to use physical cartriges instead so makes sense to have him have to reload less...? Or maybe they just wanted a cool looking reload cinematic and didn't think it through.

    Totally agree that we should have one more though for more uses though. Like a 2 charge move that's offensive or defensive.
    (0)

  8. 09-17-2019 06:22 AM
    Reason
    never mind

  9. #28
    Player
    shao32's Avatar
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    Apr 2015
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    arcadis
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    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by aqskerorokero View Post
    What is bothering me is why he he'll GNB's gauge does have only 2 bullets slots? In the cinematic Thancred had six.
    In terms of capacity 1 gauge cartridge can represent 6 bullets in a row (gnasing fang combo) or 1 big shoot (burst strike) why we have 2 instead of 6? pff idk, meaby its bcs thancred need a speciall configuration to his gunblade bcs thancred compared to the Wol can't use aether so he have to reload the cartridges manually compared to us we charge our cartridges with aether without doind anything manually so he want to save time avoiding to manually reload so often.

    the other option is bcs SE want to make the trailer look good and didn't bother on make it coherent with the final product like how the Wol bring the night using the darkness and we end using the light for it.
    (0)
    Last edited by shao32; 09-17-2019 at 06:46 AM.

  10. #29
    Player
    Wolwosh's Avatar
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    Sep 2013
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    643
    Character
    Ulorin Ardor
    World
    Zodiark
    Main Class
    Astrologian Lv 100
    Or make tanking fun again and not so stupid easy.. I was a mt in SB for my static, but its so mindnumbingly boring now with the emnity changes. It hasn't changed anything either making tanks more easy to play, tanks are twice as bad now as they were before
    (0)

  11. #30
    Player
    shao32's Avatar
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    arcadis
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    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Wolwosh View Post
    Or make tanking fun again and not so stupid easy.. I was a mt in SB for my static, but its so mindnumbingly boring now with the emnity changes. It hasn't changed anything either making tanks more easy to play, tanks are twice as bad now as they were before
    tanks get a lot of necesary improvements this expansion like acc fixed and tank stance no longer being a theme of discusion but is true tanks are now the most easy role of the game by far, the oversimplification of certain jobs din't help.
    (0)

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