nope you didn't understand me here, im talking about gameplay not overall performance numbers, for example WAR was always around fell cleave hit harder with preparing his burst windows and DRK was about cosntant manage his MP and priority uses of his resources, and now both are just unga bunga inner delirium desing with no variance whatsoever.
all tanks need to have similar damage ouput like now and how they did in SB last tier, have similar mitigation potential and around the same utility, but that's doesnt mean every tank should be doing unga-bunga requiem inner delirium or have the same copy pasted mitigation tools and raid shields, here is the main diference.
if we look at SB last days and you give a WAR an single target suppor skill and DRK an aoe shield you will have a greatly balance roster with great diversity on how each job works, PLD working on his combos and RC, WAR working around inner release and deep gauge management, and DRK being the faster heavy resource management job.
i hope you undertand that gameplay identity/diversity doesnt translate to X job doing moar damage than others or having way more mitigation since you can have several jobs operating way to diferent and still archiving the same performance wich is what i personaly ask.
thats a missconception, on past expansions any new player could just sit on tank stance and do his job perfectly well on the 99% of the game content with the sole exception of savage and ultimate, it wasn't hard to new players get it to it since agro management under tank stance was a joke as it's right now, the hard part comes when you have to start reducing tank stance usage and mid max the rest of the kit to archive the best performance of the job thats again just requested for savage and ultimate and even on savage you could keep being a tank stance baby on the first turns when you team overgear it.
im a veterant tank since 2.0 and i loved optimice my DRK resources to mid-max his usage along side of other things, at the same times friends of mine loved optimice inner release and berserk before the changes of 4.2 and PLD with his casted holy spirits, i loved run with DRK and WAR on dungeons due how complex they aoe rotations was so you was able to do so much things with it, ect ect, It wasn't something exclusive of WAR, and optimice the other jobs mechanics was a lot of fun, and now whit the exception of PLD who is the only one that get more complex this expansion in a personal way tanks are extremly boring and unrewarding to play due how not only they simplified the whole role mechanics but they personal Gameplay aswel.



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But WAR and DRK has to hit the hardest because they don't have a shield, it only makes sense! 


