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  1. #1
    Player
    DWolfwood's Avatar
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    May 2012
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    363
    Character
    Dylan Wolfwoodicus
    World
    Goblin
    Main Class
    Warrior Lv 80
    Quote Originally Posted by ClickOnce View Post
    Sounds like every fight would become a boring fest of spam every cooldown.
    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.
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    Last edited by DWolfwood; 07-25-2020 at 04:48 AM.

  2. #2
    Player
    Ultimatecalibur's Avatar
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    Jan 2014
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    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by DWolfwood View Post
    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.
    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.
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  3. #3
    Player
    DWolfwood's Avatar
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    May 2012
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    363
    Character
    Dylan Wolfwoodicus
    World
    Goblin
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Ultimatecalibur View Post
    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.)

    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.
    (1)
    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

  4. #4
    Player
    Absurdity's Avatar
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    Feb 2018
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    3,044
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by DWolfwood View Post
    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.
    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.
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  5. #5
    Player
    DWolfwood's Avatar
    Join Date
    May 2012
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    363
    Character
    Dylan Wolfwoodicus
    World
    Goblin
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Absurdity View Post
    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.

    What I'd like here if the rotation was simply replacing the DPS rotation with a tank rotation. No fewer or more button presses.
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    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

  6. #6
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,044
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by DWolfwood View Post
    I'm not saying to transfer XI gameplay to here.

    What I'd like here if the rotation was simply replacing the DPS rotation with a tank rotation. No fewer or more button presses.

    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.
    (0)
    Last edited by Absurdity; 07-27-2020 at 09:13 AM.

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