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  1. #831
    Player
    Ramesses's Avatar
    Join Date
    Aug 2011
    Location
    Sharlayan
    Posts
    1,393
    Character
    Prince Nuada
    World
    Diabolos
    Main Class
    Reaper Lv 70
    *(Begins to recall the annoying randomized damage from PLD's Spirits Within back in 1.0)*

    Honestly, some of the comments and suggestions developed here are very solid points and many sides make a great argument. Tanks have generally evolved much better than what we had in the past-- heck, even Paladin is now arguably the best choice on several battles these days.

    However, as someone mentioned above, how much damage do tanks really need to be fully validated?
    (0)

  2. #832
    Player
    Liam_Harper's Avatar
    Join Date
    Feb 2018
    Posts
    3,470
    Character
    Liam Harper
    World
    Zodiark
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Insanecell View Post
    That last parts not necessarily true Nedkel. There are players that enjoy playing unkillable juggernauts. However being a unkillable juggernaut comes at a price or at least should, WoW messed this up in Warlords of Draenor.
    Tanks were about the only thing they got right in WoD.

    They were indeed juggarnauts, but still a good bit behind actual dps. You also had a wide defensive toolkit, so you were unkillable or could do amazing things only provided you really knew your class well, which was rewarding. Dps was also in a good risk-reward spot that had a high skill ceiling and came at the cost of survivability, maintaining a 2 minute Breath of Sindragosa while mitigating everything a boss threw at you was ten times more engaging than ff14 Warriors IR - mash buttons - IR, oh one of the 3 tank buster this fight, press CD - mash buttons.

    It could have been improved, Resolve stacked a bit high, but overall it was fun. Despite that, everyone wasn't playing tanks or clearing endgame with all-tanks like some people seem to fear will happen if you let tanks have any sort of power.

    Last I played WoW, they had watered down wet noodle tanks with pruned toolkits because they wanted healers to heal them more and it was mind-numbingly dull and I haven't gone near that game since. FF14 is in the same boat, I'd say tanking is the most dull, unrewarding, simple role right now, and that's saying a lot when healers are 80% one button.
    (5)

  3. #833
    Player
    Insanecell's Avatar
    Join Date
    Mar 2018
    Posts
    17
    Character
    Lancefer Lanverlais
    World
    Mateus
    Main Class
    Dark Knight Lv 80
    Resolve was way too strong for certain tanks like blood dk and brewmaster monk while on the reverse being inadequate for warriors due to them having a proactive tanking kit. So warriors would hide behind shield block which did not scale at the time get half their hp slapped off my a magic attack and then become gods when resolve kicked in and shield barrier covered half their heath gauge. Meanwhile blood dks kept breath of sindagosa up for half its cd and their runes never depleted so they outhealed healers with death strike which also scaled off of attack power at the time. God I loved bdk lol
    (0)

  4. #834
    Player
    Aurelius2625's Avatar
    Join Date
    Mar 2019
    Posts
    269
    Character
    President Obama
    World
    Adamantoise
    Main Class
    Warrior Lv 100
    As an absolute BASELINE, tanks NEED to do MORE damage than healers. Healers are the quintessential make or break role... you suck at it, everyone dies, you don't do enough damage? It's noticeable.

    There's a huge difference between an optimized healer and a non optimized one. Their damage shoots through the roof as they peel back all of the bandaid panic heals and replace those GCDs with damage gcds.

    Healers have a clear pathway for damage progression: less healing, more damaging.

    Tanks have no such thing, really. The combos and rotations are braindead easy, and honestly, almost all of these fights can be solo tanked without the introduction of a "forced gimmick" that is forced for no other reason than to force two tanks to be brought. Seriously. Looking at the busters in this tier, how many of them are designed not thru damage, but thru sheer gimmicks to require two tanks?

    If I do 9k or 11k dmg it doesn't matter. I don't have a big impact. The skill floor is so low for tanks, the skill ceiling is so low, for tanks. But there's a HUGE difference between an 11k Greyville monk and a 18 to 19k OJ monk. A good dps player is noticeable.
    (7)

  5. #835
    Player
    Satarn's Avatar
    Join Date
    Jul 2016
    Posts
    522
    Character
    K'rheya Tia
    World
    Odin
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Aurelius2625 View Post
    There's a huge difference between an optimized healer and a non optimized one. Their damage shoots through the roof as they peel back all of the bandaid panic heals and replace those GCDs with damage gcds.

    Healers have a clear pathway for damage progression: less healing, more damaging.

    Tanks have no such thing, really.
    We used to though - the stance system - but many people failed to see it for the possibilities it brought and wanted it gone.

    No, I am not talking about the supposed "stance dancing", as that was barely ever a thing of course. What old stance system did however, was that if you knew how to properly use your mitigation cooldowns - which before 5.0 were both more numerous and varied - you could drop the tank stance without being a hindrance to healers and were rewarded for it with more damage.
    Sadly vast majority of tanks would sit in damage stance despite lacking sense to even use Rampart more than once in a fight, but the consequence then was also less rDPS - as you'd waste healer gcds by forcing them to babysit you.

    Stances were not 1:1 like the healer gcd trade-offs, but they were similar and had potential to be better, if mitigation - and perhaps enmity as well - were made even more demanding. Instead SE completely killed the mechanic, pruned and homogenized mitigation, killed off enmity and then forced us to keep passive stance mitigation - along with its low damage - on permanently, via a stupid trait.
    (3)

  6. #836
    Player
    MerlinCross's Avatar
    Join Date
    Aug 2015
    Posts
    387
    Character
    Lavitz Orlandeau
    World
    Mateus
    Main Class
    Samurai Lv 80
    Quote Originally Posted by Kalise View Post
    It's hard to say.

    Enough damage that it feels like performance has an impact on beating enrage timers or otherwise making the boss die faster. With enough scaling so that increasing gear within a tier feels like an improvement.

    Ironically, the more "Tank Duties" that exist that pull away from focus on DPS, the more raw damage Tanks will require, so that when they've performed their duties well and get some time to drop some damage, that damage will feel like a meaningful contribution.
    Cool so you want to do DPS damage without having to put in any work of a DPS.

    Let's just axe the tank role then.

    Quote Originally Posted by Kalise View Post
    If you can think of a tank duty that doesn't result in a binary option, you're welcome to share it.
    More buffs, procs, supports for doing the thing they're supposed to do. I've already gone on record saying that if Clemancy gave a damage amp it would be on everyone's rotation. And maybe if the Enrages weren't so bloody tight, we could get away with trying different ideas. With how tight they seem to be, damage is the only thing that actually matters because everything else is "Yes, win. No lose."

    Quote Originally Posted by Kalise View Post
    Personally, I once suggested a mechanic similar to XIII's Stagger system so Tanks could focus on creating burst windows against bosses which can scale infinitely with how fast they can create them and thus how many opportunities they can provide in a fight. Though, the downside is that it literally cannot function in XIV because this game is so heavily focused around everyone popping their 60/90/120s CD DPS cooldowns on 60/90/120 second intervals meaning that any burst window that doesn't line up with 60/90/120 second intervals is bad. (Also, they call this "Co-ordination" when people just press their CD's when they light up as opposed to other games where people actually co-ordinate because CD usage is determined via which boss phase to skip by bursting them down as well as a powerful once per fight Bloodlust/Heroism/Time Warp CD)
    I would actually take this. Healers get to deal out extra damage by focusing on using their OCD heals and keeping calm. DPS get rewarded for following their rotations and posistionals. Tanks get rewarded.... by not being deleted? Yay.

    Just giving us something else to worry/care about besides "Am I dead" or "Did I output all my damage" would go a long way.

    Quote Originally Posted by Kalise View Post
    You mean the problem where the Dev's keep trying to find ways to artificially handicap Tank damage for... Reasons?
    The problem that this is is probably the easiest and safest it's been for Tank DPS and that's still not enough because our Ratio isn't as high as it was before.

    Fine. Remove the handicap limit and put them on the same tier as DPS. Which DPS do you still bring and who gets kicked out for your new Blue DPS?

    Quote Originally Posted by Kalise View Post
    Being a useless meat shield is not appealing.

    Trust me, I've played games where Tank damage was insignificant. Do you know what I did to optimize my gameplay? I pressed taunt then tabbed out to look at funny memes and only tabbed back in when boss was doing a tankbuster so I pressed a CD then went back to look at memes for the next minute.

    Why? Because whether I was looking at funny memes or pressing attack buttons didn't affect the encounter at all, but one was infinitely more enjoyable (Hint: It was the memes)

    One could argue that if mitigation was a more active part of combat theen being a useless meat shield would be more interesting and I wouldn't be able to tab out and look at funny memes. However, due to how binary tank duties are, you only need to actively mitigate enough to stay alive, which often isn't necessarily 100% engaging, especially once you gear up beyond minimum item levels (In addition to healers gearing up beyond minimum item levels, since that's the secondary factor in this, tanks required mitigation gets hit twice by gear increases because both your own mitigation and healer throughput increases)

    Thus, once you hit the downtime between mitigating damage, which exponentially increases as your party gears up, you need something to do. Something that is engaging and feels worth your time to do. Thus, given limited options of things that are possible to do and feel worth your time, it comes down to damage, the ever present and infinitly scaling metric.
    And being told that this game is about the Trinity, it's balanced around the Trinity, and the fact it has the Trinity is what makes it so good; but the role of the Trinity I picked is expected to out put as much damage as possible is appealing.... why?

    I picked a Tank Role to hold the boss, to take the hits, to shield the others from hits that shouldn't be going their way, and to keep focus on myself. Once those are done, THEN I focus on damage. But you're right. They've shaved everything off to the point Tanking is a joke and pushing damage is the only thing you have left.

    I just wish the game actually reflected this rather than lying to you for so long. That's all.

    Quote Originally Posted by Kalise View Post
    That's not the case.

    Heck, I'm an active advocator of Tanks getting more Tank duties to perform, especially the removal of the horrible design which is passive defence that makes up 99% of your mitigation in favour of more engaging active defense skills (Which can be themed to each class, such as you can find in WoW. I.e. Warriors use Shield Block to guarantee blocked damage, Paladins use Shield of the Righteousness to increase their armour (Used to increase block chance), Death Knights use Death Strike to heal and create an absorb shield, Monks use Purifying Brew alongside passive delayed damage, Demon Hunters have Fel Spikes granting armour and parry and Druids have Ironfur increasing armour (Used to be Dodge which made little sense on the class that passively gains more max HP than other tanks))

    It's just, being able to pack a punch alongside having tank duties is desired. Since, I've played enough games where the constant whining of DPS mains caused Tank damage to be neutered to the point where it just didn't feel good to play a Tank since all you really did was sit there like a target dummy and spam enmity/taunts.

    Not to mention, the whole idea of "Why's the boss just attacking the one person who is not a threat?" being mitigated by you know, Tanks actually being a threat in their own right. Bosses should focus me because I'm kicking their ass.

    In an ideal world, Tank damage and Tank duties would be intertwined. Meaning, a Tank performing a Tank duty of mitigating damage, is rewarded with damage. This damage, allows them to access another skill for mitigating damage to use against the next attack, thus gaining more damage.

    With, again ideally, these damage increases being proportionate to how much you mitigate so that the better you mitigate damage the better your damage output and the better your damage output the better your mitigation options. (You know, as opposed to the old WoW Vengeance, which had reverse scaling because the attack power increase was based on damage taken after mitigation, meaning you ended up actively sabotaging your own mitigation to get more attack power...)
    And I'm seeing the reverse happen there. Where Tanks are constantly whining for more damage because of reasons, and complaining about anything that gets in their way or is looked at as useless, see Clemency debate(okay yeah bad skill but you'd think people wouldn't react to the point you'd expect a vote kick if you used it). To the point anything about Tanks has been shaved off or streamlined to make it easier than every to push damage but because the Ratio isn't right, there's still MORE Complaining. How much damage do people want to do without overtaking DPS? And how EASILY do people want it too, as I've seen mostly just "more damage, more damage" but no good way to give Tanks more damage besides just bumping up the numbers. And if we just bump up the numbers, we're going to run into problems with that oh so infinite scaling people seem to love so much.

    I say again, you people want nothing but damage. FINE. But don't be surprised if that's ALL they hear and Tank rotation is just as boring as Healer next expansion. OH but the Ratio is high enough so it'll be okay right? Right? You'll be doing 95% of a DPS's damage with 2 buttons, it'll be just what you wanted right? RIGHT?

    I'm just saying, be careful what people ask for. All this talk of damage this, and damage that, but suggestions of extra tank duties or actions to get that extra damage tend to be lost in the mass. And when majority seem to want just Damage, that's what the Devs see an work on, regardless of the actual underlying feelings about it. This wouldn't be the first time they've looked a community complaint only to get it wrong. Look forward to Tank being pruned more to make way for extra Damage. I just hope people can live with it as I've all but hung up my blue icon this expansion. Tanks next time might do far more rewarding, impactful damage; but if that's ALL they do and they actually lose out on some tank abilities, will they still be fun to play?

    At what point is a Tank still fun to play, as a Tank? Because personally, that is what is missing from Tanks in FF14 for me these days. It might have always been there, but perhaps not as clear as it is now. I want tanks to play differently, to be exciting again, to feel removed from DPS. But when I get off Tank and jump to DRG, I don't feel too much of a difference. There's something wrong then. Even if it's just with me.
    (0)
    Last edited by MerlinCross; 04-01-2020 at 07:16 AM.

  7. #837
    Player
    FirstnameLastname's Avatar
    Join Date
    Oct 2019
    Posts
    209
    Character
    Firstname' Lastname'
    World
    Twintania
    Main Class
    Warrior Lv 80
    The sad state right now is that no matter how good the tank is, if the DPS players are bad the enrage checks will fail. Feels bad to be that irrelevant.
    (5)

  8. #838
    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
    Cool so you want to do DPS damage without having to put in any work of a DPS.
    Point me to where I said that.

    Quote Originally Posted by MerlinCross View Post
    More buffs, procs, supports for doing the thing they're supposed to do. I've already gone on record saying that if Clemancy gave a damage amp it would be on everyone's rotation. And maybe if the Enrages weren't so bloody tight, we could get away with trying different ideas. With how tight they seem to be, damage is the only thing that actually matters because everything else is "Yes, win. No lose."
    What buffs? What will procs do? What supports?

    It's alright to name some random mechanics, but you need to elaborate on how that will actually do something. Buffs? What kind of buffs? AST has buffs, they buff damage and are oGCD so just get weaved in while they're pew pewing. Procs? What sort of procs? You mean damage procs like BRD/DNC get? Supports for things they're supposed to be doing? Like attacking stuff?

    If Clemency gave a damage amp, it will either be used purely for DPS gain or ignored if it doesn't provide the same DPS as using another GCD (Especially given that PLD's use their MP purely for Requiescat bursts) - This means that in either case, this suggestion doesn't do literally anything to alleviate Tanks focusing on damage.

    If enrages weren't so tight, that wouldn't stop everyone from maximizing DPS to bring bosses down faster. Since enrage timers aren't the thing that drives that, the fact that DPS is the only infinitely scaling factor in a fight does.

    The better you gear, and play, the only real factor that will scale, is time to kill a boss. Unless you can think of a mechanic that can provide similar scaling incentives for something other than killing a boss faster, that's just the baseline of pretty much all video games.

    The general scaling of beating a boss is:

    - Can't beat the boss
    - Can just about beat the boss
    - Can comfortably farm the boss
    - Can minimize time to kill the boss

    With the last step lasting forever as gear and skill improves.

    Personally, I've tried thinking of mechanics that can reward Tank/Healer duties in a similar fashion, but nothing I've come up with has been really workable, due to the inherent limitations in interactivity. (Outside something like getting more loot for mitigating X% of the bosses damage and healing Y% of the bosses damage, which of course can lead to cheesing such as having OT's intentionally stand in mechanics with CD's on)

    Quote Originally Posted by MerlinCross View Post
    I would actually take this. Healers get to deal out extra damage by focusing on using their OCD heals and keeping calm. DPS get rewarded for following their rotations and posistionals. Tanks get rewarded.... by not being deleted? Yay.

    Just giving us something else to worry/care about besides "Am I dead" or "Did I output all my damage" would go a long way.
    But as I mentioned, it literally cannot work in this game without a complete overhaul of how combat is designed across ALL jobs.

    Since everything has to be focused around the 60/90/120 second timers.

    To say nothing about the interaction with completely scripted bosses, wherein you can end up with situations where you don't want to maximize your Stagger gain because otherwise you'll end up proc'ing the burst phase during a time when the boss is doing a mechanic that prevents people from DPSing.

    Quote Originally Posted by MerlinCross View Post
    The problem that this is is probably the easiest and safest it's been for Tank DPS and that's still not enough because our Ratio isn't as high as it was before.

    Fine. Remove the handicap limit and put them on the same tier as DPS. Which DPS do you still bring and who gets kicked out for your new Blue DPS?
    It's also the easiest and safest it's been for DPS too. A lot of DPS jobs have been simplified and streamlined to make them easier to play. Like, in terms of actual complexity, there's... BLM has to position well and... Maybe SAM has some tricky optimization because of SkS affecting their filler rotations.

    Also, Healers too. I mean, they press 1 DoT every 30 seconds and otherwise press 1 nuke ad infinitum.

    Yet all these keep their full scaling and damage capabilities.

    Finally, the issue isn't simply just that Tanks don't deal DPS level of damage, but that Tanks don't scale the same as EVERY OTHER JOB IN THE GAME. Be it through janky formulae where Vit is used for AP, through accessories that lack STR and need to be melded (Making lower item level Crafted items BiS because they can be penta-melded since Materia don't scale with ilevel) or recently with a new janky formula that just nerfs Tanks AP gain from STR.

    If Tanks only did like 75-80% of the DPS of a DPS job, but scaled the same as them so they could continue doing 75-80% of the DPS of a DPS job throughout all tiers in an expansion, that would be fine and wouldn't be in danger of replacing DPS jobs in pre-made parties.

    The scaling is the major issue, while the relative damage output has some lenience and can be easily adjusted through potencies without affecting scaling like all the trash ways Devs have tried to limit Tanks.

    Quote Originally Posted by MerlinCross View Post
    And being told that this game is about the Trinity, it's balanced around the Trinity, and the fact it has the Trinity is what makes it so good; but the role of the Trinity I picked is expected to out put as much damage as possible is appealing.... why?
    Because in ANY Trinity, that is the case.

    Once a Tank can survive the stuff they need to, they focus on maximizing DPS.

    Once a Healer can heal through all the stuff they need to, they focus on maximizing DPS.

    Since, once again, DPS is the only infinitely scaling factor.

    Overhealing doesn't do jack. Saving an extra few HP points when mitigating an attack doesn't do jack. You can't buff people harder (For the cases where a Trinity system also houses a 4th, Support role).

    That is just fact.

    The only difference in the case of this game, is that Tank duties are ridiculously minimal, which causes the DPS focus to appear far earlier than in many other games.

    Quote Originally Posted by MerlinCross View Post
    I picked a Tank Role to hold the boss
    Question:

    How do you typically hold a boss as a Tank?

    (Hint: Via dealing damage, often boosted with additional enmity)

    Quote Originally Posted by MerlinCross View Post
    And I'm seeing the reverse happen there. Where Tanks are constantly whining for more damage because of reasons, and complaining about anything that gets in their way or is looked at as useless, see Clemency debate(okay yeah bad skill but you'd think people wouldn't react to the point you'd expect a vote kick if you used it).
    The issue is that in order to add in more Tank duties, there needs to be a fundamental overhaul of encounters to actually be able to add in more and consistent duties for Tanks to deal with. As I've mentioned in a recent thread that got... Mixed reception.

    Meanwhile, a far easier problem to tackle, is one of damage. Hence it's more talked about. Tank damage can be entirely fixed by not fucking with their damage formulae or gear and then simply adjusting potencies to achieve a desired DPS output. Especially these days where all 4 Tanks are rather close in overall DPS (There's no "WAR is best DPS because IR during burst windows" thing causing a huge disparity)

    Things that don't contribute to damage literally are useless. Clemency is pretty bad especially compared to many other Tank's skills that can heal as they're oGCD's so don't interrupt their rotations. Further to that, is PLD's use of MP being focused around Requiescat and Holy Spirit and so using MP outside of that messes with that burst combo (Which, as mentioned before, the entire game is focused around these 60/90/120s burst CD's)

    With also, Tenacity being pretty terrible too (Though, given how Materia works, in that it merely offers flat stat increases that don't scale with gear and also how limited slots are because only Crafted (I.e. Minimum item level) gear can be penta-melded (Though even then, you can only use 2-3 of the highest value materia because more limitations) different melds offer only marginal variations in overall DPS) because of how unnecessary the extra few points of damage mitigation actually are.

    Quote Originally Posted by MerlinCross View Post
    To the point anything about Tanks has been shaved off or streamlined to make it easier than every to push damage but because the Ratio isn't right, there's still MORE Complaining.
    Though, not all of the stuff that has been removed has happened because people wanting to focus on DPS.

    Heck, the fact that it's all happened despite Dev's constantly saying they feel tanks are doing too much damage and constantly backhand nerfing Tank damage, also suggests that this has little to do with making it easy to push out damage.

    It's more to make Tanking easier for newbies. As well as getting rid of unecessary bloat (I.e. When 99.99% of all Tanks never touch Tank Stance and Enmity Combos after the first 3 attacks of a pull... Why keep them around?)

    There are still people who advocate for more depth to Tank rotations, though given that SE have been dumbing down EVERY jobs rotations, it's not looking like a particularly fruitful adventure.

    Quote Originally Posted by MerlinCross View Post
    And if we just bump up the numbers, we're going to run into problems with that oh so infinite scaling people seem to love so much.
    Not really.

    With normal scaling, you'd literally stay on par with the same relative DPS to all other jobs. You'd never scale better, and you'd never scale worse.

    Quote Originally Posted by MerlinCross View Post
    I say again, you people want nothing but damage. FINE. But don't be surprised if that's ALL they hear and Tank rotation is just as boring as Healer next expansion. OH but the Ratio is high enough so it'll be okay right? Right? You'll be doing 95% of a DPS's damage with 2 buttons, it'll be just what you wanted right? RIGHT?
    I'm still not sure where you're seeing all of these people who simply want just damage and don't care what happens to rotations at all.

    Also, why would SE nerf Tank rotations into the same level of braindead as Healer ones? Given that Healer rotations were nerfed because they wanted more focus on healing rotations as opposed to damage ones.

    Quote Originally Posted by MerlinCross View Post
    And when majority seem to want just Damage, that's what the Devs see an work on, regardless of the actual underlying feelings about it.
    And time and time again the devs have shown they don't give two hoots about Tanks wanting just Damage.

    As shown by their continual backhanded nerfs to Tank damage.

    Meanwhile, they've shown some indication of addressing certain gameplay elements, such as boring single button AoE rotations now utilizing 2-4 buttons. There's been some improvements to oGCD's to use within rotations too.

    It's not perfect and they're missing a lot of potential with having mitigation effects leading into damage, but then again, we'd need to see some actual damage outside Tankbusters first in order to make such a thing actually usable.

    Quote Originally Posted by MerlinCross View Post
    Tanks next time might do far more rewarding, impactful damage; but if that's ALL they do and they actually lose out on some tank abilities, will they still be fun to play?
    I mean, if they're as interesting to play as some of the DPS jobs, then yeah.

    Losing Tank abilities means little when right now, in their current state, these abilities mean so very little.

    Ideally, yes, Tanks will have rewarding and impactful tank abilities ALONGSIDE some damage that is meaningful.

    But if we only get one of the two, I'd rather get the one that is actually relevant in the game rather than becoming like Healers with their DPS kits nuked while having a ridiculously large Healing kit of which 1% is actually used ever in all content bar Ultimate.

    So yeah... I'm hoping they do overhaul the games systems to allow for more meaningful Tanking and Healing systems to be used and to be common. With a lot more interactivity between bosses and these roles (You know, things like debuffs that can be removed with Esuna. Damage that needs to be healed with GCD's. More active mitigation on Tanks as opposed to Defence being passive "You take like a billion less damage than everyone else". More mechanics that are Tank focused (Like the mechanics used in Tank solo duties where you stand between the bad guy and your ally to block the damage))

    Quote Originally Posted by MerlinCross View Post
    At what point is a Tank still fun to play, as a Tank? Because personally, that is what is missing from Tanks in FF14 for me these days. It might have always been there, but perhaps not as clear as it is now. I want tanks to play differently, to be exciting again, to feel removed from DPS. But when I get off Tank and jump to DRG, I don't feel too much of a difference. There's something wrong then. Even if it's just with me.
    It depends. But simply nuking Tank DPS and keeping it low won't suddenly make Tanks feel like Tanks.

    Just ask any Healer if having crap DPS makes them feel any more like a Healer when they spend 99% of their time spamming Glare/Broil/Malefic.
    (5)

  9. #839
    Player
    Awful's Avatar
    Join Date
    Jul 2015
    Posts
    1,277
    Character
    Awful Name
    World
    Faerie
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Aurelius2625 View Post
    As an absolute BASELINE, tanks NEED to do MORE damage than healers. Healers are the quintessential make or break role... you suck at it, everyone dies, you don't do enough damage? It's noticeable.

    There's a huge difference between an optimized healer and a non optimized one. Their damage shoots through the roof as they peel back all of the bandaid panic heals and replace those GCDs with damage gcds.

    Healers have a clear pathway for damage progression: less healing, more damaging.

    Tanks have no such thing, really. The combos and rotations are braindead easy, and honestly, almost all of these fights can be solo tanked without the introduction of a "forced gimmick" that is forced for no other reason than to force two tanks to be brought. Seriously. Looking at the busters in this tier, how many of them are designed not thru damage, but thru sheer gimmicks to require two tanks?

    If I do 9k or 11k dmg it doesn't matter. I don't have a big impact. The skill floor is so low for tanks, the skill ceiling is so low, for tanks. But there's a HUGE difference between an 11k Greyville monk and a 18 to 19k OJ monk. A good dps player is noticeable.
    Can't agree more with this post honestly, the skill floor for tanks is indeed low and I wish there was more to do but I can't and nor can we bring just 1 tank because of the gimmicks, I remember back in T9 you could have just 1 tank for that fight and it was great honestly. I hope they move away from the design of what tanks and healers are now and change it in 6.0 the gameplay of these roles need to change I find, I can do well at 9.5-10.5k dps but it means nothing if the DPS I'm with when we hit enrage are at like 12k DPS, but when you see a good DPS do like 18k DPS it makes the world of difference.

    Hell I'd even be in favor of 10 man raids that are accessible with 3-4 bosses in them with 2 tanks 2 heals and 5 DPS to give us something different, makes me think a lot of Karazhan back in TBC WoW where it was such a well designed 10 man dungeon and everyone was doing something and rewarded everyone for tanking, healing, dps, different era and different game but immensely enjoyable.
    (1)

  10. #840
    Player
    Aurelius2625's Avatar
    Join Date
    Mar 2019
    Posts
    269
    Character
    President Obama
    World
    Adamantoise
    Main Class
    Warrior Lv 100
    You can tell the devs were pissed about Tanks figuring out how to minmax being in dmg stance since they forced tank stance on us. All they needed to do, honestly, was keep everything how it was, except give everyone the WAR "Stance on ogcd" treatment. Keep the dmg penalty, keep the enmity boost, and give tanks like a 2 or 3x enmity multiplier on all attacks out of tankstance...then give the "roided up" tank stance enmity boost to tank stance with like a 5x multiplier, requiring the tank to do good damage to remain 1st in aggro from the other tank.

    Remember in SB how a great tank could threaten a weaksauce tank in tank stance for aggro? Showed you who was doing far more damage and was a far better player. It was a little reward for playing well, being able to maintain threat outside of tankstance because you were doing so much damage.

    That's also why they lowered tank damage: A great tank could keep the dps off of their backs once they had a good lead in threat because they did like 75 percent of a dps' dps so they could keep up.

    So what did they do? Forced tank stance on us with the damage penalty instead of letting the PLAYERS DETERMINE HOW THEY WILL PLAY AND OPTIMIZE. The devs forced THEIR views and ways of playing the game on us, the playerbase. They have such little trust for the playerbase to get good. It's savage. If you suck at tanking and doing damage as tank, then it should be a challenge for you to get better because the good tanks are taking threat from you and the dps are catching up to you.

    Wasn't their whole schtick about, "We want to take away the need to focus on aggro so tanks can focus on doing dps" during the SHB reveal LLs? We all got mega jebaited.

    Yes, now we focus on damage, watered down damage that OVERTUNED healers can surpass. That's what we got. Hell, just giving tanks a 2x enmity boost to all attacks and forcing voke shirks to be coordinated would be great. Two tanks would have to *le gasp* WORK TOGETHER AND MANAGE A TANK ONLY RESOURCES THAT THEY CAN CONTROL!

    My static could NOT understand why I was so pissed about tanks and threat changes... "It's better, I used to get threat and die", YEAH that's the good part! Great tanks make a difference because you are never threatened with taking aggro because they both got the situation in control! Everyone had to work together to do their part to reduce their threat, or have the off tank voke and shirk and swap with the other tank to maintain threat and share cooldowns. Now it's so easy.
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