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  1. #371
    Player
    LeonKeyh's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    655
    Character
    Leon Keyh
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Quintessa View Post
    That is not a hallmark for leadership.
    Leading the group isn't leading. Got it.
    (0)

  2. #372
    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 Lyth View Post
    Why create an engaging system of enmity generation for tanks when you can simply create an engaging system of damage generation for tanks (the latter being what most people are actually asking for, outside of a few like yourself)?
    Nah, I'm actually constantly whining about tank dps mechanics being way too dumbed down as well. I've done so in this very thread too.

    The reason I advocate for things beyond dps rotations to have depth added, is simply because I actually like, you know, tanking and want the role to be able to express player skill in more ways than just being a good Blue Icon DPS that happens to take autos. If I just wanted more complex rotation and more damage I already have that on DPS jobs - with tanks I want all of it. With reasonably scaled down dps of course, because trinity rules.

    What I want from threat generation is for it to be playing in tandem with the damage mechanics - it's an easy way to add extra variance to the rotation as well as something more to pay attention too, while also making you feel like you're actually making an effort to protect your team. I can not stress that enough - I am not asking for hate mechanics to be restored to how they worked in XIV in the past, as I completely agree it's been done poorly and lacked engagement. If you can't imagine why people would like enmity to be a thing though, then I guess you haven't played games in which that aspect was really impactful to the point where players really noticed it when you were good at it.

    Quote Originally Posted by Lyth View Post
    I find it strange that you on one hand complain that tanking is too easy because of the enmity changes (which were one of the few things that they got right), and yet you seem to think the idea of tank deaths having more impact is too unforgiving.
    I'm not complaining that tanking's been made easy because of enmity changes - I'm complaining that it's been made easy for several reasons(streamlined mitigation, less positioning, braindead damage mechanics on the tank jobs) and that also threat should be a thing tanks pay attention to - those are two separate points.

    Neither have I argued against deaths having more impact - just against going so far as to wipe the entire, damn party every time a tank dies. There is also a difference between something being difficult in a challenging way by being easy to fail if you don't pay attention and being just terribly punishing while unlikely to fail. I find the first engaging, the other cheap. As an example - I'd rather have mitigation and enmity require more planning and attention, leading to more frequent tank deaths/aggro drops(if tank isn't doing their job well of course), leading to single DPS/healer deaths every time and thus snowballing into a wipe after happening a couple of times, rather than just missing a single cd once in a blue moon, instantly wiping the group.

    Quote Originally Posted by Mithia View Post
    "Plenty of people" is essentially hearsay from your surroundings.
    Dude, are you going to pretend that SHB hasn't started a mass of difficulty and engagement complaints on the tank and healer side, which were not nearly as prevalent in the previous expansions? You can be content yourself, that's your right and good for you, but you can't argue that nothing changed in terms of player satisfaction.

    Quote Originally Posted by Mithia View Post
    However, the part where you said that you'd kick a dps for performing low but you'd keep a tank purely based on the criteria that he doesn't die is quite the double standard.
    Never said I would do that, just that it's an approach many people have - since you were trying to argue that the community looks harsher at tanks than DPS, which I find untrue. The shit I've seen and heard of tanks do and get away with in savage/ultimate is unreal.

    Quote Originally Posted by Tlamila View Post
    I mained healer for years, I levelled most of the DPS classes, now I got into tanking and I find it waaaay harder.
    Tbh everything seems hard when you're only just learning it for the first time.
    (3)
    Last edited by Satarn; 06-19-2020 at 11:09 PM.

  3. #373
    Player
    Tlamila's Avatar
    Join Date
    Sep 2013
    Posts
    1,469
    Character
    Ainslie Tinley
    World
    Omega
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Satarn View Post
    Tbh everything seems hard when you're only just learning it for the first time.
    Mh no, not true, as I said I never had similar problems with any other class so, not everything is.
    (0)

  4. #374
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Satarn View Post
    What I want from threat generation is for it to be playing in tandem with the damage mechanics - it's an easy way to add extra variance to the rotation as well as something more to pay attention too, while also making you feel like you're actually making an effort to protect your team. I can not stress that enough - I am not asking for hate mechanics to be restored to how they worked in XIV in the past, as I completely agree it's been done poorly and lacked engagement. If you can't imagine why people would like enmity to be a thing though, then I guess you haven't played games in which that aspect was really impactful to the point where players really noticed it when you were good at it.

    I'm not complaining that tanking's been made easy because of enmity changes - I'm complaining that it's been made easy for several reasons(streamlined mitigation, less positioning, braindead damage mechanics on the tank jobs) and that also threat should be a thing tanks pay attention to - those are two separate points.
    The only issue I have, and it's not really an 'issue' just further counter thoughts, with tying enmity to damage mechanics, is that you will inevitably have some trade off between DPS and threat generation.

    Lets just say, making it as simple as possible, that you have a 1-2-3 combo, and an alternative 3rd combo that deals less damage but generates more hate.
    Meta will result in ignoring that hate finisher because more DPS is better, and generates enough hate anyway.
    If the enmity balance is so close that not using that skill will mean you don't get enough aggro, then that means enmity management is a much bigger issue anyway and because DPS deal so much more damage than tanks you'll need to give DPS their hate sinks back in case they deal too much damage, which would easily be enough to tip the enmity meter.
    Either way, tanks will end up feeling 'punished' for using their enmity finisher due to getting less damage out, just as we used to be 'punished' for staying in Tank stance.

    Alternatively, if there's no trade-off, if for example tanks are rewarded with more enmity for successfully pulling off their DPS combo correctly... then surely they're dealing more damage anyway, they're already doing what they should be doing, maximising DPS, which means they should be getting the most enmity they can get anyway.


    Now, if for example there was no real danger in a tank losing aggro to a DPS/Healer, and was instead just a more elaborate way of pulling off tank swaps, basically more interesting versions of Provoke/Shirk, then sure, I'd be all for that. But they also made those into role skills for a reason, and I don't think they're going to go back on that decision.
    (3)

  5. #375
    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 Seraphor View Post
    Meta will result in ignoring that hate finisher because more DPS is better, and generates enough hate anyway.
    If the enmity balance is so close that not using that skill will mean you don't get enough aggro, then that means enmity management is a much bigger issue anyway and because DPS deal so much more damage than tanks you'll need to give DPS their hate sinks back in case they deal too much damage, which would easily be enough to tip the enmity meter.
    Either way, tanks will end up feeling 'punished' for using their enmity finisher due to getting less damage out, just as we used to be 'punished' for staying in Tank stance.
    Pushing threat responsibility on DPS rather than tanks as well the feeling of being "punished" when you had to actually use the enmity skills, came from the fact that free aggro dumps made it optimal for combined rDPS to just let the others handle their hate. If the game was designed in such a way that you simply can not get away with that - or at least the dump skills come with a higher cost than tanks' enmity generation skills, then I doubt it would be an issue(well in XIV's case specifically we'd probably need to get over an adjustment period while community gets over the old habits).

    The way things worked before, a tank would feel bad using enmity skills not because of the act itself, but because they knew that it was the result of DPS/healer incompetence at pushing their free buttons and because that wasn't optimal - it's similar to when a healer rolls their eyes when they have to waste a gcd/aetherflow to heal somebody who ate an avoidable mechanic.
    If managing hate as tank was optimal - because otherwise people will die or have to use more costly aggro dumps - then that feeling should go away and be replaced with satisfaction of doing your job well.

    As evidence, look at how it works with healers balancing their own dps and healing - while optimally they want to avoid gcd heals as much as possible, you will still see them using those when needed and it's accepted as part of the job(there's also quite a bit of people asking for that balance between heals and dps to be less one-sided towards dps). The skill of the healer is measured by their ability to utilize their kit to keep the party alive without losing too much damage. I would like to see a similar approach to balancing dps with the ability to protect your group as a tank - make it so the best tanks use their enmity skills just often enough to stay above the rest while still pushing for more damage whenever possible. Maybe throw in some aggro resets or add spawns to make it more reactive too.
    (0)

  6. #376
    Player
    BarretOblivion's Avatar
    Join Date
    Jun 2017
    Posts
    428
    Character
    Tamamo Cat
    World
    Hyperion
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Mithia View Post
    However tanks make mistakes like anyone else due to "stupidity", should they however die during the dragon phase of Shiva you will quickly see the dps dying one by one. And that isn't the only instance where it can quickly spiral downward when a tank dies. Of course, if we are talking about max item level characters then it's more lenient depending on the content you are doing.
    Not really. DPS will start getting auto attacked but a quick rez and voke within about a minute can result in 0 deaths outside of the original death. There are far more mechanics where if one person dies everyone dies than those that are tank specific where they just need to do a simple thing with a cooldown. At this point healers/dps have more responsibility than tanks. If DPS die too many times its a wipe due to not having the damage. One healer dead can led to a group wipe because they can't quite solo heal and fall behind keeping the group healthy. A tank? Lol, tank dies but the OT can cover with voke resulting in no change, and DPS loss from tank death can mean nothing.
    (4)

  7. #377
    Player
    Jirah's Avatar
    Join Date
    Aug 2017
    Posts
    1,867
    Character
    Jira Dal'riata
    World
    Ultros
    Main Class
    Bard Lv 100
    among the three tanks are just dummed down dps, if its dungoens ur bascially doing dps with a CD here and there. While DPS has more fun aoes and healers keeping everyone alive, tanks dont do much. "they lead the party" its a corridor unless its aurum vale or longstep which require some leadership in those rooms full of adds, you dont need to rely on them and since aggro is easy to nab u dont need eminty either.
    (1)

  8. #378
    Player
    Jimmymagic's Avatar
    Join Date
    Oct 2018
    Location
    Ul dah
    Posts
    230
    Character
    Hector Dragonslayer
    World
    Coeurl
    Main Class
    Marauder Lv 80
    Quote Originally Posted by Jirah View Post
    among the three tanks are just dummed down dps, if its dungoens ur bascially doing dps with a CD here and there. While DPS has more fun aoes and healers keeping everyone alive, tanks dont do much. "they lead the party" its a corridor unless its aurum vale or longstep which require some leadership in those rooms full of adds, you dont need to rely on them and since aggro is easy to nab u dont need eminty either.
    Ah no tanks are needed and you are not clearing synced dungeons without em. Also there are four tanks not three.

    Tanks set pace, hold agro and position mobs and bosses. A lot more things are being done with a tank then a dps.
    (2)

  9. #379
    Player
    Mavrias's Avatar
    Join Date
    Mar 2017
    Posts
    1,071
    Character
    Jyn Willowsong
    World
    Faerie
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Jimmymagic View Post
    Ah no tanks are needed and you are not clearing synced dungeons without em. Also there are four tanks not three.

    Tanks set pace, hold agro and position mobs and bosses. A lot more things are being done with a tank then a dps.
    You can definitely clear synced dungeons without a tank. I've done three dps one healer in expert roulette. Its just requires a bit more attention on everyone's part.

    The existence of a tank in dungeons just allows them to be completed faster and more efficiently.

    All content at extreme level or lower is like this though. Its why you can clear stuff like Copied Factory or Titania EX as all healers/ all tanks/ all DPS, if most of your group is competent.
    (7)

  10. #380
    Player
    ReiMakoto's Avatar
    Join Date
    Jun 2017
    Posts
    1,197
    Character
    Rei Makato
    World
    Zodiark
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Jimmymagic View Post
    Ah no tanks are needed and you are not clearing synced dungeons without em. Also there are four tanks not three.

    Tanks set pace, hold agro and position mobs and bosses. A lot more things are being done with a tank then a dps.
    My friends and I semi regularly clear dungeons with all healers and all dps because why not, heres a clip from near expac launch from when amourot was in the ex roullete: https://www.twitch.tv/mrrevolution19...=all&sort=time . Only death was someone falling off the side.
    (1)
    Savage Completion Rate ~5%+ of active players. Community: "Ugh stop catering to savage"
    Ultimate Completion Rate ~1% of active players. Community: "Ugh stop catering to the hardcore raiders"
    Frontline/ Rival Wings/ Hidden Gorge Mount Aquisition ~0.05-1% of active players. Community: "Ugh PVP is so dead in this game, they should stop investing in it"
    Blue Mage Morbol Mount Aquisition ~0.01% of active players. Community: "WoW bLuE mAgE iS sO fUn AnD aCtIvE i CaN't WaIt FoR mOrE lImItEd JoBs"

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