Sounds like every fight would become a boring fest of spam every cooldown.
Sounds like every fight would become a boring fest of spam every cooldown.
Why are you reading this? Keep scrolling.

This mentality is kinda funny since that's literally what we do with dps CDs.
That said, I think invulns are fine. I would be much more interested in gameplay that was designed around "TANKING" rotations. As in, the damage coming in was not survivable on a constant basis without proper play, not JUST the occasional tank buster.
They could give us longer tank CDs (30s), more of them, etc.
Eddit - And to add to this, I think invulns provide a unique opportunity for gameplay that should remain.
Last edited by DWolfwood; 07-25-2020 at 04:48 AM.
Funnily enough the ARR and HW EX and Savage fights were mostly built that way. Tank swaps occurred more often than not because the tank ran out of mitigation cooldowns and would not be able to survive until they came off cooldown. The one flaw of this design was that once geared well enough (i.e. having 20% to 30% more hp than entry level) a lot of that content could be solo tanked.

Yeah, no. I did all the endgame content at release in ARR and HW (all before nerfs etc.)Funnily enough the ARR and HW EX and Savage fights were mostly built that way. Tank swaps occurred more often than not because the tank ran out of mitigation cooldowns and would not be able to survive until they came off cooldown. The one flaw of this design was that once geared well enough (i.e. having 20% to 30% more hp than entry level) a lot of that content could be solo tanked.
And none of it came close to actual tanking rotations.
If you're interested in what I mean, you should check out FFXI sometime. Just like XIV, you don't see the combat come together until level cap, and that game doesn't have a GCD. Instead, at higher levels, with haste etc, you'll be pressing OGCDs nonstop and tanks have to constantly be juggling their tank CDs and tank spells to survive.
New Job Ideas
Fusilier (TANK) Purely physical; Weapon: Heavy Cannon
Necromancer (DPS) Melee pet job that builds up heavy magic attacks; Weapon: Scythe; Pet: Skeleton/Undead
Ranger (DPS) Ranged heavy DPS with minor utility; Weapon: Rifle
That can quickly turn the gameplay into a chore as well. Take ESO for example, you're constantly spamming abilties, like every 0.5 seconds constantly, either to keep up several buffs with different timers, several dots with different timers, spamming spells or magicka/stamina regen abilities all while spamming light or heavy attack at the same time. This might be more engaging than XIV for a while but you quickly get into handcramps territory and doesn't exactly require many braincells either because everything has such a low or non-existent cooldown.

I'm not saying to transfer XI gameplay to here.That can quickly turn the gameplay into a chore as well. Take ESO for example, you're constantly spamming abilties, like every 0.5 seconds constantly, either to keep up several buffs with different timers, several dots with different timers, spamming spells or magicka/stamina regen abilities all while spamming light or heavy attack at the same time. This might be more engaging than XIV for a while but you quickly get into handcramps territory and doesn't exactly require many braincells either because everything has such a low or non-existent cooldown.
What I'd like here if the rotation was simply replacing the DPS rotation with a tank rotation. No fewer or more button presses.
New Job Ideas
Fusilier (TANK) Purely physical; Weapon: Heavy Cannon
Necromancer (DPS) Melee pet job that builds up heavy magic attacks; Weapon: Scythe; Pet: Skeleton/Undead
Ranger (DPS) Ranged heavy DPS with minor utility; Weapon: Rifle
Our dps rotations are already so basic that replacing them wouldn't give us more engaging gameplay, it would simply be the same as it is now just with us doing no dps whatsoever.
I did play WoW back when tanking was mainly about mitigating as much damage as possible and looking back at it it wasn't more engaging than XIV is, you stacked as much defense, block and parry as you could and spammed Sunder Armor and Shield Block. The thing that was a whole lot more engaging was everything around it. The scale of the raid, the 24-39 other people with you, the spectacle of it and the fact that your job, while extremely mundane, was important. If you died it was most likely the end for everyone else.
Last edited by Absurdity; 07-27-2020 at 09:13 AM.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.


Reply With Quote




