I've read enough. Don't exactly need full context to know that calling 2% for entire raid at full uptime a "waste of 10 seconds", is laughably inaccurate, or that "lul, reddit would be mad" is a shite argument.Originally Posted by Nedkel
I've read enough. Don't exactly need full context to know that calling 2% for entire raid at full uptime a "waste of 10 seconds", is laughably inaccurate, or that "lul, reddit would be mad" is a shite argument.Originally Posted by Nedkel
You dont even know what we are discussing here, you are attacking me on my opinion about something you didnt even care to read. (ง ͠° ͟ل͜ ͡°)ง
Because it is from the design standing point.
You are a TANK, not a buffer and you put this buff behind 3 GCD use.
If you want to maximise your dps output you will have to turn this on first and then go into the meat, in some cases you are going to use 6 GCD before getting to the action part of your gamplay and this is unnecessary fluff. We could as well make a job that has only GCD and all of them are party buffs, sure team will love to have them in team, but only in specific duties and not always and playing it outside raids will be a pain.
I dont play a tank to be a raid-only second class weak buffer, 2% could be good party buff but we are talking here about personal tank damage, lol.
Last edited by Nedkel; 10-21-2019 at 03:12 AM.
First of all, debuffs are way more conventional tank identity than personal damage, there's games where tanks are primary debuffers. In fact all FFXIV tanks used to have defensive debuff combos up until SB, WAR used to have a slashing dmg vulnerability skill until SHB and in PVP all tanks used to have combos that made things easier to kill, be it through straight up vuln or by reducing healing.Because it is from the design standing point.
You are a TANK, not a buffer and you put this buff behind 3 GCD use.
If you want to maximise your dps output you will have to turn this on first and then go into the meat, in some cases you are going to use 6 GCD before getting to the action part of your gamplay and this is unnecessary fluff. We could as well make a job that has only GCD and all of them are party buffs, sure team will love to have them in team, but only in specific duties and not always and playing it outside raids will be a pain.
I dont play a tank to be a raid-only second class weak buffer, 2% could be good party buff but we are talking here about personal tank damage, lol.
Second of all, you don't understand what "fluff" or "button bloat" means if you think that an extra combo which provides a strong debuff that you want to keep up at all times is those things. You can argue that it's clunky and badly designed due to the opener concerns you added later, sure, but If something changes your rotation and becomes a regular part of it, while providing a significant advantage, it ain't no "fluff". You know what is fluff? Current Darkside, because it's really just a side-effect of something you'd do regardless and could as well be a passive.
That doesn't even matter though, because third of all, your initial "lul meme skills, reddit would be angry" post was mocking the 2% part specifically and that was what I made fun of. You can backpedal all you want, but you dismissed a huge rDPS gain as garbage, because you - as you yourself so proudly admitted - don't register numbers lower than 10, lol.
Last edited by Satarn; 10-21-2019 at 04:40 AM.
That was in a time where every composition was expected to have access to every maintainable vulnerability affliction usable by its party... Maintainable vulnerability afflictions are not a tank mechanic so much as simply that every tank happened to deal slashing damage and one tank happened to be able to apply it (making it one of three jobs that could).
That last bit may say much for Warrior's original design (which has almost nothing in common with any modern XIV's tank's), but does not in any way represent the tank role as a whole.
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