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  1. #1
    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 bundythenoob View Post
    ....
    I get that the posters are passionate, just don't expect the reader to share in the same enthusiasm, when they see the 100th DRK rework thread (hyperbolic) on the forums. It's understandable that it's impossible to keep everyone happy, and ShB DRK isn't it's finest iteration to date. But too many of the same threads, saying the same thing, can leave readers in a constant state of eye rolling.

    I'm by no means impressed with tanking in 5.0. I am happy old stances and aggro combo are gone, it felt only WAR gained any benefits, while PLD and DRK got shafted if and when they needed to use em, which shouldn't have been a thing in the first place when playing your job.

    As a PLD main since beginning of HW, I have a strong ideal that balance must be adhered to when devs design the jobs, because no job should be left out. It doesn't mean devs should have gutted jobs in that pursuit, but balanced be damned is a burning train wreck waiting to happen and would leave some job unplayable. Personally I'm more on the boat of encounter design needs to be improved upon by SE that gives tanks more to compensate what's been removed instead of designing fancy orchestrated fights that cater to DPS.

    I'll be honest, the biggest decline to combat has been due to casuals complaining jobs/ fights are too difficult instead of putting the effort in, and SE listen to them. Sooner SE stop listening to them sooner the game can "return to form."
    (3)

  2. #2
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 90
    Quote Originally Posted by aodhan_ofinnegain View Post
    Personally I'm more on the boat of encounter design needs to be improved upon by SE that gives tanks more to compensate what's been removed instead of designing fancy orchestrated fights that cater to DPS.
    I agree wholeheartedly and feel that encounter design is what really needs to be leveraged to give tanks more direct engagement for the role and to feel like a "tank".
    To me being a tank is about keeping control of the fight and making sure that the boss is doing what you want it to do. The design of essentially a tank and spank while navigating general mechanics that affect the whole party doesn't really convey that feeling.
    The general mechanics, the tank busters, the dps checks and the stuff they have done so far are good and they should keep doing that, but they need to start adding in more things specifically for tanks to have to control and manage asides from being able to take a beating.
    A few things that come to mind are making boss positioning a more important and dynamic thing in encounters, more aggro drops/resets/multi-enemy boss fights that require swapping targets between tanks and other such things forcing tanks to have to utilize on-the-fly aggro tools like provoke, and more mechanics requiring the tanks to actively protect other party members with their abilities. Stuff like that. Then give the tanks more abilities to deal with those mechanics like a stronger defensive to use on others but on a longer recast.
    I feel doing things like that would do a lot to make the tank role feel more unique and sell the fantasy of being a protector.
    (3)

  3. #3
    Player
    bundythenoob's Avatar
    Join Date
    Jul 2020
    Posts
    195
    Character
    Allie Millfleurx
    World
    Coeurl
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by TouchandFeel View Post
    I agree wholeheartedly and feel that encounter design is what really needs to be leveraged to give tanks more direct engagement for the role and to feel like a "tank".
    To me being a tank is about keeping control of the fight and making sure that the boss is doing what you want it to do. The design of essentially a tank and spank while navigating general mechanics that affect the whole party doesn't really convey that feeling.
    The general mechanics, the tank busters, the dps checks and the stuff they have done so far are good and they should keep doing that, but they need to start adding in more things specifically for tanks to have to control and manage asides from being able to take a beating.
    A few things that come to mind are making boss positioning a more important and dynamic thing in encounters, more aggro drops/resets/multi-enemy boss fights that require swapping targets between tanks and other such things forcing tanks to have to utilize on-the-fly aggro tools like provoke, and more mechanics requiring the tanks to actively protect other party members with their abilities. Stuff like that. Then give the tanks more abilities to deal with those mechanics like a stronger defensive to use on others but on a longer recast.
    I feel doing things like that would do a lot to make the tank role feel more unique and sell the fantasy of being a protector.
    The argument of tanking being better designed sadly is a lost cause when it comes to this game, mostly due to the developer's intentions of being casual friendly. In terms of savage and ultimate, yes that's where the devs have the room to implement the most tank-like gameplay ideas, and I believe they will continue to do so going forward, but sadly those ideas will not see the light of day when it comes to the dungeons, trials, and even normal raids.

    looking at it from the beginning with their ARR combat design, square has designed most of the game to get people to focus solely on their rotations and maximising output, and then adding difficulty with enemy positioning, mob patrol routes, or even having small dungeon gimmicks to keep the players on their toes by the lv 50 content. sadly though, as the years have gone by, they have toned down the difficulty, and so if they tried to add anything that would be fundamentally tank-like, not only would they need to overhaul 90% of the game, but the players themselves would have to actually put in effort to beat even the daily faceroll content that they've become used to.

    it's my strong belief that the designs of dungeons and trials were acceptable because tanks and healers had more complicated designs in their job kits to make up for that, but now that the jobs have been simplified, the holes in those cracks are starting to show.

    so now the question becomes.. does square make the jobs perform better while keeping content brainded, or do they make content much harder and allow jobs to stay brainded? (i say why not both, but that requires the playerbase to git gud as opposed to facerolling everything)
    (0)