Results -9 to 0 of 961

Threaded View

  1. #11
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Shurrikhan View Post
    When and only when your "health insurance" provides, on average (across multiple encounters), the same benefit to average clear speed (across multiple attempts, including wipes from within normal/optimal compositions and excluding outlier excessive risks) as my increase in salary.
    My "health insurance" is what allows the clear in the first place. I understand you don't want tanks to be valuable just by being tanks, but that's still one of their massive benefit. These benefits being also what allows healer to DPS more (mitigation) or DPS to not die (enmity), two things that, I think we agree on, should be made more complex and engaging.

    And you still didn't adress one issue. Gaining the same amount of raw DPS between two percentile means that tanks would have a greater damage output range. To create that range, you'd have to make tank's rotation more punishing than the DPS' (Like I said, giving current DRK the same room for improvement than current DRG would be like the average DRK not using auto-attacks at all). But, if the rotation is more punishing, it means that it suddenly requires more skill to achieve the same result, which is exactly what you don't want. Or, the other way is to make tanks stats scale higher than those of DPS. Because apart from a single comment from Rhais, the impact of gear was never included in the damage output, yet it still plays a great part.
    Quote Originally Posted by Shurrikhan View Post
    The goal is balance.
    The problem is that tanks and healers bring something else besides DPS. You can't simply focus on the DPS number to judge the value of a job. Especially since the base DPS will always be lower.
    Quote Originally Posted by Shurrikhan View Post
    And before you disparage that as subjective dross, let us note that people play games when they find or expect to find it more fun (a wholly subjective feeling) to be doing so than to not.
    I'd personally have more fun if tanking was made more complex and engaging, even without touching the damage output.
    (1)
    Last edited by Reynhart; 11-22-2019 at 10:02 PM.
    Y: I usually compare FFXIV with a theme park, but the Forbidden Land of Eureka won’t be a place where everyone would want to go. For example, there are people who don’t want to go to horror houses because they don’t see the point in getting scared on purpose. For example, on a date, the boyfriend might want to invite the girlfriend to go the horror house, but the girlfriend just doesn’t seem to find it fun. In other words, it’s not like everyone wants to go to the horror house, but there are people who just love the adrenalin rush they get from it. Think of Eureka as something like that.