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  1. #1
    Player
    MerlinCross's Avatar
    Join Date
    Aug 2015
    Posts
    387
    Character
    Lavitz Orlandeau
    World
    Mateus
    Main Class
    Samurai Lv 80
    Also I find it funny that we might have the "Holy Trinity" but most talks are about wanting to deal more damage or how boring it is to deal effective damage. If this oh so Holy Trinity is supposed to be followed, why do we CARE about Tank and Healer Damage?

    Oh right, Fights are designed around stupid tight enrages that need the damage to punch through. Okay fine but why do we need the Trinity if Damage is that important?

    I just find this to be a circular discussion.
    (0)

  2. #2
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by MerlinCross View Post
    Also I find it funny that we might have the "Holy Trinity" but most talks are about wanting to deal more damage or how boring it is to deal effective damage. If this oh so Holy Trinity is supposed to be followed, why do we CARE about Tank and Healer Damage?
    Because there's not enough mechanics and tools to create engaging and rewarding gameplay via "Tanking" and "Healing".

    The only thing that there is to do in encounters is punch the boss. The only difference of gear and skill is punching the boss more gooder. There's no room for optimizing mitigation or enmity control for Tanks, or healing efficiency for Healers (Which often will pave the way for adding in more damage, since that's the only thing that makes encounters go faster. Not just about beating enrages, but having an appreciable effect when you get better/stronger) only damage.

    Quote Originally Posted by MerlinCross View Post
    Okay fine but why do we need the Trinity if Damage is that important?
    This is exactly an issue with the current design, which I mentioned earlier:

    Quote Originally Posted by Kalise View Post
    Either that, or if they continue to make Tanking and Healing requirements so minimal, just go the whole hog and delete the Tank and Healer roles and just give everyone Rampart, Assize, Swiftcast and Raise and tune every job as a DPS who can pop a CD when the boss does a thing.
    With how little engagement there is with the actual support roles, just having everyone get the skills necessary to pop when bosses do their scripted skills has little difference to the current "Trinity" system.
    (0)

  3. #3
    Player
    aodhan_ofinnegain's Avatar
    Join Date
    Nov 2017
    Posts
    545
    Character
    Aodhan O'finnegain
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by MerlinCross View Post
    Oh right, Fights are designed around stupid tight enrages that need the damage to punch through. Okay fine but why do we need the Trinity if Damage is that important?
    So what, you suggest they remove enrage timers? then where's the challenge in that, it makes things pointless. If you can't do it, you then either, accept that you can't clear, or git gud and or get better gear until you can beat it. Clears shouldn't be just handed to every player that walks into the instance on a silver platter, there is no fun in that, people already complaining there nothing to do for tanks and healers, removing enrage timers will only further destroy any semblence of difficulty left in the game. Personally I wish they would add enrage timers back to casual content again and stop pandering to the casual scrubs that don't bother their arse to learn how to play their job let alone read tooltips.

    Removing the trinity would also remove the difficult aspect from the encounters just as much as the enrage timer, not to mention force devs to redesign the game from the ground up removing the addition of new content. As limited as the functions are for tanks and healers which differ them from dps, the functions are still pretty clear.

    Honestly they need to add more tank responsibilty, and aggro was never really one for tanks since late HW. (As a paladin main I approve of aggro combos being deleted from the game, nothing more irritating having to pick up adds as OT while obliterating the entire flow of your rotation). Removing auto-positioning bosses, no more side of the arena bosses, making more use of adds during boss fights, not as a segment when the boss runs off for a minute, which needs swapping boss and add from time to time between tanks, while also requiring CC for certain abilities, stop with bosses glued to the side of the arena they ain't fun or engaging. (yes I mentioned this twice, but they really are boring fights). While I will still agree with tanks needing a bit more damage, the gap is just widening further and further as the expac goes on between tanks and dps.

    As for healers, they need to tune down their oGCD heals, they have way too many and they're already pretty broken in terms of potency, requiring more GCD healing than current would be a move in the right direction I think, while allowing them still quite some time to dps, but not as frequent as it is now. I don't play healer that often, so I won't speak much of it, but I would also like to see more DoTs return to healers to manage, one is just not enough Imo.
    (1)
    Last edited by aodhan_ofinnegain; 03-21-2020 at 10:43 AM.