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  1. #11
    Player
    bundythenoob's Avatar
    Join Date
    Jul 2020
    Posts
    195
    Character
    Allie Millfleurx
    World
    Coeurl
    Main Class
    Dark Knight Lv 100
    I feel as if I should add a few things to the thread before continuing. there were a few anecdotes i had to delete due to post limit, but maybe it would have been better to keep them and just spread the posts out more.

    I'm well aware that current DRK is nowhere near as engaging as STB or HW DRK, but I am also well aware that there is a niche of people out there who really like the current direction of DRK.

    as stated earlier, I do not mind some of the homogenisation as much as other do, due to it helping to lower the learning curve as well as helping new players to transfer some of their fundamental tanking skills across the 4 jobs. each tank job having streamlined cooldowns, a burst system for aligning with their teams raid buffs, and each tank having 2 aoe combos and a gap closer feels good for new players, but having the gameplay identity robbed from them does not feel good for us older players, and does not help differentiate them.

    the reason I proposed these changes is because I feel that the current DRK has the POTENTIAL to become more complex and bring back the old identity, while still maintaining the shell that some newer players may have come to love. I feel that whining about old DRK will not get as much accomplished, nor will the new DRK players enjoy that overhaul of an experience. I would rather Square take this new DRK and move forward with it, than just ignore the feedback of their new build in favor for the older build, despite it being more complex and rewarding

    Dark Arts coming back as a proc was a step in a decent direction for the streamlining and balance, but i feel that it was gutted as opposed to repurposed, hence why I suggested it not be brought back till lv 70, when the player has had time to get used to their kit and how it flows. this would only further add to the smoothness of the learning curve, and it would solidify its power and decision making, key cornerstones of old DRK gameplay

    as for the tank damage thing, I do believe that changing the actions allowed on DRK would overall buff its damage output, but that it would be a more natural change to damage output as opposed to fixing some numbers. my goal however is that this new DRK damage output should be used as the standard for buffing the other tanks damage output, whether it be via potency buffs or making actions available for usage more often. clutch moments when a healer is down, or being able to solo a pack of enemies in the overworld used to feel really great in STB, and that feeling is no longer there due to the curtailed dmg of tanking jobs

    don't get me wrong, I'd love nothing more than to play STB DRK all over again, but there is also a new generation of fanbase whose feelings must be taken into account, and to rob them of their love of the new DRK would be just as big of an injustice to them as robbing us of old DRK, which would not feel good for either the new players or the devs.
    (1)

  2. #12
    Player HeulGDarian's Avatar
    Join Date
    Jun 2018
    Posts
    644
    Character
    Heul Darian
    World
    Moogle
    Main Class
    Summoner Lv 90
    Can we just have pld be the safe beginners job that teaches the drill and have the rest of them be imaginative, fun, engaging ,deep and more complicated?
    (2)

  3. #13
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by bundythenoob View Post
    snip
    you can bypass the post limit by editing your post and make it as long as you want ^^

    while undertandable i don't share you point of view, let's say they rework DRK again and bring it back to the veterans like us the gameplay we use to love again, will be the new players being dammed for it? not really, why? bcs the current gameplay is still present on WAR by a large margin and PLD in some degree too, if players just loved unga-bunga they have other jobs to fullfill his gameplay preferences, or just heavy burst type of job or braindead MP management they still have PLD they just have to move to them and will enjoy it, glamour can do the rest. not every job needs to be braindead level of accesibility for new players specially consider not all of them start at lvl 1.

    The point to have 4 diferent tanks is to have 4 diferent ways to play the role and open a more diverse gameplay experience with diferent ways of engagement, if we have all tanks working the same with little no variance and worse, losing what veterans love when they use to be 3 way diferent jobs from each other it's a bad way to do things and kills the purpose of adding new jobs, thats why i belive DRK have no future with the current build, it will be forever a WAR that can do this or this like now, a WAR that have magical shintens.

    homogenisation it's good to a certain point, when every job start to being the same with a diferent skin or minimun gameplay diferences you know they are just doing to much and thats bad.
    (0)
    Last edited by shao32; 07-07-2020 at 05:22 AM.

  4. #14
    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 ItMe View Post
    God, I hated stance dancing.
    It was just a vehicle for other people to tell you how to do your job and peer pressure new tanks (like me) into dropping their stance to DPS more.
    I'm glad it's gone and I agree we don't need it back.
    Well not all peer pressure is bad. If you were sat in stance for more than a few gcds/ aggro resets you were actively hurting the party. Don't get me wrong I prefer the stance changes, but being upset that other people "tell you how to do your job" sounds pretty toxic if they give you accurate advice.
    (0)
    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"

  5. #15
    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 HeulGDarian View Post
    Can we just have pld be the safe beginners job that teaches the drill and have the rest of them be imaginative, fun, engaging ,deep and more complicated?
    So Paladin is in a really good place and has been well designed and has great optimization capabilities fight by fight but you want to tear all that down because some misplaced idea that it needs to be a beginner job lacking in "imaginative, fun, engaging ,deep and more complicated" gameplay, yet it already does provide sufficient knowledge to beginners about tanking and still capable of a lot of optimization at end game, it doesn't have to be an either or choice, all tanks should be able to allow entry into tanking and have a skill ceiling.
    (1)

  6. #16
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
    Location
    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by ReiMakoto View Post
    Well not all peer pressure is bad. If you were sat in stance for more than a few gcds/ aggro resets you were actively hurting the party. Don't get me wrong I prefer the stance changes, but being upset that other people "tell you how to do your job" sounds pretty toxic if they give you accurate advice.
    I hurt the party more by dying and leading to wipes lol.
    DPSing slower because I was a new tank trying to get my bearings is not "hurting the party" by any stretch.
    Doesn't matter if that's how you play optimally if the player isn't ready for those things.
    (3)

  7. #17
    Player
    Lucy_Pyre's Avatar
    Join Date
    Feb 2020
    Posts
    342
    Character
    Lucy Pyre
    World
    Faerie
    Main Class
    Warrior Lv 100
    I definitely feel like I'm in the minority for being happy about the stance/aggro changes in ShB (aside from not being able to target-kill DPS with Shirk anymore, SE pls). Losing a flat 20% of my damage output just to not get obliterated by a tankbuster is, frankly, stupid. I much prefer having the mitigation baked into the new passive and not having to give up some mitigation for damage or vice versa just for existing.
    (0)

  8. #18
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,576
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Lucy_Pyre View Post
    I definitely feel like I'm in the minority for being happy about the stance/aggro changes in ShB (aside from not being able to target-kill DPS with Shirk anymore, SE pls). Losing a flat 20% of my damage output just to not get obliterated by a tankbuster is, frankly, stupid. I much prefer having the mitigation baked into the new passive and not having to give up some mitigation for damage or vice versa just for existing.
    Hate to break it to you, but Shadowbringers' busters on tanks are hitting as hard (relatively) as busters in Stormblood raids without tank stance on. All the Tank Trait does is provide the old tankstance benefit for Lv70 and below content; for SHB content the damage is taking the trait into account and is scaled like being in DPS stance in SB.
    (2)
    Last edited by Reinhardt_Azureheim; 07-07-2020 at 05:27 PM.

  9. #19
    Player
    Duskane's Avatar
    Join Date
    May 2018
    Location
    isnt it messed up that goblet is a housing area and not a tiny goblin
    Posts
    4,163
    Character
    Dusk Himmel
    World
    Ravana
    Main Class
    Viper Lv 100
    really Dark and Warrior are the problems here lacking in identity and just over all uninteresting job design.
    with Paladin its in a good spot atm but still suffers from some questionable job design in its defensive and utility kit.
    (0)

  10. #20
    Player
    Quor's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    663
    Character
    Alexya Ultor
    World
    Leviathan
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by ReiMakoto View Post
    Tanks are also however being out damaged by healers from the 90th percentile and up. Purely subjectively I think tanks output should be buffed even if that meant making dps checks tighter, as with emnity being gone along with any damage tradeoff mechanics, tanks focus nowadays is almost purely on optimising dps, yet they are not as rewarded for doing so.
    I don't get this obsession people have with healers doing more damage than tanks and that somehow being a bad thing.

    More to the point, the 90th percentile is not where you want to balance anything around. Added to that is the fact that at this point in time, 90th percentile (hell, 80th+ probably at this point) stuff is so stupidly skewed on FFlogs thanks to parse parties that it in no way reflects a real situation. The absolute last thing this game needs is to further reduce any job identity differences and homogenize things more than they already are. Advocating for tanks as "blue dps" isn't the way to go; people should be advocating for more tank-centric things to be included in game, both on the tanks themselves as well as in the encounters.
    (0)
    Quote Originally Posted by DRKoftheAzure View Post
    I still wouldn't do it [double weave oGCD's on GNB] because there is a good chance to mess up the rotation and it can easily cause a wipe because of server ticks.

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