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  1. #1
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Honestly, why not both? The actual tanking aspects of XIV tanking are almost inexistent, so it can obviously increase its depth a great deal before becoming oppressive. But, the dps aspects, too, are pretty scant. As long as I can feel like an actual tank, I don't much care where the depth necessary to feel fleshed out as a job comes from beyond that point. Quantity > relative allotment, if you will.
    Yeah, but that really doesn't have anything to do with increasing damage.

    It's already been stated here that the end goal is more damage. The method it gets it doesn't matter, but if the method itself changes while the damage goal doesn't, then they don't want it.
    (1)

  2. #2
    Player
    Quor's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    663
    Character
    Alexya Ultor
    World
    Leviathan
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Kabooa View Post
    Yeah, but that really doesn't have anything to do with increasing damage.

    It's already been stated here that the end goal is more damage. The method it gets it doesn't matter, but if the method itself changes while the damage goal doesn't, then they don't want it.
    This, exactly. While it's true a few have mentioned wanting increased complexity/engagement in tanking that doesn't necessarily mean a change to how we deal damage, the main thrust of this thread is that a some people believe tanks should do more damage because they don't think tanks are doing enough damage right now, and to hell with game balance (both between the three roles and among the tanks).
    Now, this isn't to say a damage increase for tanks isn't warranted, but if one were to happen it would certainly be small. Something on the order of 1-2% of total, not the 12-15% that has been suggested elsewhere in the thread.

    Now, while an argument could certainly be made that tanks could use more "stuff to do" outside of the normal rotations, I think the better way to go about it is not just adding a bunch of dps, (either in the form of potency boosts or additional combos) but also considering how to encourage and reward tank-like behavior. Something new and different, like maybe TBN could apply a stacking buff to the DRK each time it's broken, and upon the 4th time it's broken (so functionally about a low 60's CD) the DRK gets some kind of noticeable dps boost, either via a powerful oGCD move, or a new combo being unlocked, or what have you. The DRK is actively encouraged to use TBN to protect not only himself but his allies, with a commensurate payoff at the end that keeps in line with the feel of the job. Much preferred to just tacking on "1k dps" and calling it quits. Add a hedge in there such that if TBN isn't broken, progress is still made towards the goal by an equal % to the amount of damage TBN absorbed. This way no TBN is "wasted" so to speak; you'll always get something out of it, and it should be powerful enough that a DRK would actively look forward to using it as much as possible. It wouldn't refresh Darkside, so Flood/Edge still have their place, and now it's more of a game to balance the MP usage such that you don't drop Darkside inadvertently while you try to maximize TBN usage.

    Obviously just an idea, and I'm sure there are problems and holes in it, but it's leaps and bounds more interesting than "1k dps" or "another combo." There's loads of potential among the tanks for tank-like stuff that could result in a noticeable (but minor) increase in damage. Something that will make people "feel" like they're contributing more (because they are) but also making it so said contribution isn't focused around dealing damage. Yes, damage becomes a reward, but it's a reward that comes from playing in a tank-like manner. You get rewarded for reducing damage. I see so few tanks use their "helper" abilities despite the great power they have that it's honestly quite sad. They're literally throwing free complexity out the window, and it's not like there isn't an upside to it either. A well-timed helper buff can save a vuln'd or low-life dps, and even if no one is actively at risk, damage mitigated is damage that doesn't have to be healed, giving healers more leeway to do other things (mostly nuke I'd imagine). Ok, so that stuff isn't immediately noticeable, I get it. Then let's make it noticeable. Let's lean on *that* to add complexity, and in the process sure, beef up tank damage a bit when it's done correctly.

    But please, please....don't just sit here and advocate for a blanket damage increase like that's going to solve anything. Suggest ideas for better tank complexity that focused on tank-like behavior, even if those ideas are ridiculous at least they're better and more interesting than a potency boost.
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