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  1. #121
    Player
    Grimoire-M's Avatar
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    Dec 2015
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    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by Seku View Post
    Working for threat is boring. I'd rather tanks get actual mechanics other than just standing in front of the boss and learning the best 2-3 places to position it at depending on the phase. They should also up tank's damage a bit or put in some active mitigation something to do. Like you know, Dark Knight's Low blow procts off of parry or shield swipe.
    The biggest problem with active mitigation is the skill gap it creates. FFXIV’s cooldowns may be boring but they accomplish the macro-level goals of mitigation just fine. I can’t see SE doing that for tanks given their rotations. I could see a different form of it applied to healers. Threat Management in the form of stance-dancing simply adds another strategic layer that can be opted into while adding micro-level decisions that feel similar to active mitigation in practice, when utilized properly in encounter design.
    (0)

  2. #122
    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 Grimoire-M View Post
    The biggest problem with active mitigation is the skill gap it creates. [...] Threat Management in the form of stance-dancing simply adds another strategic layer that can be opted into while adding micro-level decisions that feel similar to active mitigation in practice,
    I don't follow...
    How does the strategic layer of involved threat management not create a skill gap like you say more active mitigation management would?
    They'd both raise the skill ceiling.
    (4)

  3. #123
    Player
    cactuarzzzz's Avatar
    Join Date
    Jun 2019
    Posts
    375
    Character
    Zzz' Zzz
    World
    Unicorn
    Main Class
    Red Mage Lv 80
    And here I thought we're done with MT/ST problem because the proc skills.
    (0)
    Last edited by cactuarzzzz; 10-24-2020 at 05:49 AM.

  4. #124
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by ItMe View Post
    I don't follow...
    How does the strategic layer of involved threat management not create a skill gap like you say more active mitigation management would?
    They'd both raise the skill ceiling.
    The difference is when people talk about active mitigation they’re specifically referring to relying on a multitude of short cooldown, short duration skills akin to Shieldtron, ARR/HW Inner Beast, and similar effects, but made highly specialized to certain damage types or increase specific stats (parry/evade) in order to justify their uptime. They work best when mitigating damage according to random spikes. FFXIV handles mitigation primarily through long Cooldown, long duration abilities that fit well with their predictable encounter patterns, and are broadly applicable. I believe WoW uses a form of the former, but I know it also differs in how mitigation stacks together, primarily based on how it affects their accuracy formulas linearly instead of multiplicatively.

    Basically, adding active mitigation is adding more button bloat for an effect (reacting to damage outtake) already achieved by stance dancing, that better fits a game we aren’t playing. Let the devs transition towards that over time if they want to. For now, I’d prefer to turn off tank mastery.
    (2)

  5. #125
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
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    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Ah, I see, thanks.
    I must not have been following the conversation long / well enough because I didn't realize you were rebutting a singular popular mitigation system.
    (0)

  6. #126
    Player
    Conando's Avatar
    Join Date
    Sep 2014
    Location
    Limsa Lominsa
    Posts
    399
    Character
    Rostythgar Onasch
    World
    Mateus
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Videra View Post
    I've never had this supposed DPS getting ahead of the tank problem. That could possibly be because I'm on Crystal, and Crystal players are categorically bad 99.9% of the time.
    Odd. I’ve had it. Though to be fair not often, because wall to wall is super doable in level 80 dungeons. This was more so earlier in the expansion.
    (1)

  7. #127
    Player
    ADVSS's Avatar
    Join Date
    Mar 2016
    Posts
    2,397
    Character
    Advent Shadowsoul
    World
    Zalera
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Grimoire-M View Post
    The difference is when people talk about active mitigation they’re specifically referring to relying on a multitude of short cooldown, short duration skills akin to Shieldtron, ARR/HW Inner Beast, and similar effects, but made highly specialized to certain damage types or increase specific stats (parry/evade) in order to justify their uptime. They work best when mitigating damage according to random spikes. FFXIV handles mitigation primarily through long Cooldown, long duration abilities that fit well with their predictable encounter patterns, and are broadly applicable. I believe WoW uses a form of the former, but I know it also differs in how mitigation stacks together, primarily based on how it affects their accuracy formulas linearly instead of multiplicatively.

    Basically, adding active mitigation is adding more button bloat for an effect (reacting to damage outtake) already achieved by stance dancing, that better fits a game we aren’t playing. Let the devs transition towards that over time if they want to. For now, I’d prefer to turn off tank mastery.
    I have to disagree with you on the button bloat issue. it would be button presses, not bloat. People complaining that tanks get slapped like a wet noodle, having a long cd on a middle length timer wouldnt be any different than having half that cd duration on a shorter timer(or, imagine if it had more than 1 charges). it just would give you more button pushes in between periods where youve burned out all your dps cooldowns and are just spamming 1 2 3 till something pops/fills up. It barely would cause anymore skill gap than we have, except inexperienced players may actually have a chance to use a cd they accidently burnt earlier than when the tb comes along.

    You could also argue that stance dancing was more button pushes, but theres a big difference between what im talking about, and going back to stance dancing, which was entirely unnecessary skill playing(make tanking harder to dish out more damage) and not optional at high end at all.
    (1)
    Last edited by ADVSS; 10-24-2020 at 03:38 PM.

  8. #128
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    The problem with fight design that uses completely scripted damage patterns is that it turns into a spreadsheet exercise in mapping out your cooldowns. Random damage need not be completely unpredictable. You just need to recognise that something bad is happening by means of visual cues, and respond accordingly. It's just an extension of branching fight design.
    (3)

  9. #129
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by ADVSS View Post
    I have to disagree with you on the button bloat issue. it would be button presses, not bloat. People complaining that tanks get slapped like a wet noodle, having a long cd on a middle length timer wouldnt be any different than having half that cd duration on a shorter timer(or, imagine if it had more than 1 charges). it just would give you more button pushes in between periods where youve burned out all your dps cooldowns and are just spamming 1 2 3 till something pops/fills up. It barely would cause anymore skill gap than we have, except inexperienced players may actually have a chance to use a cd they accidently burnt earlier than when the tb comes along.

    You could also argue that stance dancing was more button pushes, but theres a big difference between what im talking about, and going back to stance dancing, which was entirely unnecessary skill playing(make tanking harder to dish out more damage) and not optional at high end at all.
    I don’t really see any downside to using what we have seen SE already to accomplish the same goals in less buttons as it stands, as I don’t see SE removing or changing any current tank cooldowns. The primary reason for returning stance dancing is to give players more strategic decisions regarding threat, mitigation, and DPS. It accomplishes those goals without necessarily changing encounter design all that much or requiring more ‘unique’ button presses. However, we do need those types of encounters to actually exist first, but given our current toolkits, I don’t think it would accomplish much that just amping damage frequency wouldn’t accomplish as well. It’s not necessarily hard to implement as Lyte notes, but I don’t see SE doing it, and I’d expect that if they did they’d first add more buttons that can be used on a short CD first just to cover for mistakes they made. And given their lacklustre class design and reluctance to evolve their encounter design, I think Stance Dancing is simply the easier sell.
    (0)

  10. #130
    Player
    ItMe's Avatar
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    Jun 2020
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    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Grimoire-M View Post
    The primary reason for returning stance dancing is to give players more strategic decisions regarding threat, mitigation, and DPS.
    Stance dancing didn't give this in Stormblood. It just added situational rotations for you to memorize and didn't add strategic decision making.
    (2)

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