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  1. #1
    Player
    Ultimatecalibur's Avatar
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    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by SnowVix View Post
    trust me, HP-gated mechanics being gone is a good thing, as anyone who has done Haukke hard lately can tell you
    Not saying phased based was good, just that the fight design trends have shifted more towards timeline based (with generous secret hp% thresholds for forcing phase transitions).

    Haukke (Hard)'s problem is the same as that of most 2.X content: the ilevel sync is set far to high. Haukke (Hard), Copperbell (Hard) and Pharos Sirius (being tuned for i60) all had problems at release even with characters in i90 gear. Having a max ilevel of i110 just makes things worse.

    i'm not sure how you're saying auto attack damage is meaningless when the e8s autos did over 1/8 of a tank's HP (2 autos destroy a TBN, so back of the envelope puts that at 1/8 per), or will chunk a caster
    E8S seems to be one of the few exceptions rather than the norm of things. How many other modern fights have respectable auto-attacks/auto-attack rotations?
    (0)

  2. #2
    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 Ultimatecalibur View Post
    E8S seems to be one of the few exceptions rather than the norm of things. How many other modern fights have respectable auto-attacks/auto-attack rotations?
    E3S autos popped my TBNs.
    Seat of Sacrifice EX did too.
    So did Hades Ex thinking about it.
    I'm surprised how many bosses have meaty autos to be honest.
    (0)

  3. #3
    Player
    SnowVix's Avatar
    Join Date
    Apr 2019
    Posts
    763
    Character
    Charming Tulip
    World
    Cactuar
    Main Class
    Sage Lv 100
    Quote Originally Posted by Ultimatecalibur View Post
    Not saying phased based was good, just that the fight design trends have shifted more towards timeline based (with generous secret hp% thresholds for forcing phase transitions).

    Haukke (Hard)'s problem is the same as that of most 2.X content: the ilevel sync is set far to high. Haukke (Hard), Copperbell (Hard) and Pharos Sirius (being tuned for i60) all had problems at release even with characters in i90 gear. Having a max ilevel of i110 just makes things worse.



    E8S seems to be one of the few exceptions rather than the norm of things. How many other modern fights have respectable auto-attacks/auto-attack rotations?
    the autos in this tier are definitely still meaty, as i can confirm from getting chunked pretty hard after tank deaths even after switching to Fists of Earth until the tanks were raised
    (0)

  4. #4
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by ItMe View Post
    E3S autos popped my TBNs.
    Seat of Sacrifice EX did too.
    So did Hades Ex thinking about it.
    I'm surprised how many bosses have meaty autos to be honest.
    Dealing 25% of a tank's mhp in 6s isn't actually that much damage considering that a healer can heal more than that in a single gcd spell. Truly "Meaty" auto-attacks should be expected to require nearly constant healing to counteract.

    Quote Originally Posted by SnowVix View Post
    the autos in this tier are definitely still meaty, as i can confirm from getting chunked pretty hard after tank deaths even after switching to Fists of Earth until the tanks were raised
    Tanks have nearly twice the Def/M.Def of the Monk, an inherent 20% damage reduction and between 0% and 10.7% mitigation from Tenacity. A conservative estimate means that an attack only deals about 2/3rds the damage to a tank as it would a dps. Combine that with tanks having 60% more hp than dps and an attack that would kill a dps with 2 hits barely does 40% of a tank's mhp. Fists of the Earth might barely shift a 2 hit kill to a 3 hit kill.
    (1)

  5. #5
    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 Ultimatecalibur View Post
    Dealing 25% of a tank's mhp in 6s isn't actually that much damage considering that a healer can heal more than that in a single gcd spell. Truly "Meaty" auto-attacks should be expected to require nearly constant healing to counteract.
    Sounds like we just have a different definition of "meaty."
    And yikes, if the autos needed constant healing I don't wanna see what the actual attacks do...
    (1)

  6. #6
    Player
    Jpec07's Avatar
    Join Date
    Jul 2015
    Posts
    868
    Character
    Matthias Gendrin
    World
    Cactuar
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Ultimatecalibur View Post
    Dealing 25% of a tank's mhp in 6s isn't actually that much damage considering that a healer can heal more than that in a single gcd spell. Truly "Meaty" auto-attacks should be expected to require nearly constant healing to counteract.
    This would help a lot with my wall-o-text a few pages back. Either healing needs to be nerfed so that healers actually have to pick targets to prioritize, or damage output from bosses and enemies needs to be buffed. Non-DPS roles are, frankly, really boring in this game, and adding a threat back into the mix would help. Savage seems to be an okay world, but even then, once you get gear, the fights are down to memorizing scripted mechanics and dancing the right choreography. But outside of Savage? The casual game is kind of awful for tanks.

    Right now, on basically all non-savage, you barely need to touch your mitigation. Maybe pop one of your CDs for a tankbuster if you're low, but more likely you time something like TBN for the tankbuster because it gives you a DPS boost. You don't have to play with any form of optimization with regards to your mitigation because you just don't need it. Your gear supports you, and your healer can keep you alive without ever having to use a GCD spell. It's boring for everyone who isn't a DPS because there just isn't any danger to it, and the damage rotations for those jobs (which is what you wind up doing at all times) are generally braindead. And most mechanics that you have to learn are just "move out of the colors on the floor so you don't take unnecessary damage" - and they're so scripted that there isn't any thinking involved. It's just "pause your boring DPS rotation for a few moments while you move and wait for the boss to stop moving."

    That's not good encounter design, especially when the damage that you would take if you didn't do the mechanic is negligible. That's just boring.

    Aggro management is a staple of traditional tanking, but FFXIV doesn't really employ traditional tanking anymore. Aggro management was made easy, and as a result, more people are tanking. But the problem is that aggro management was one of the challenges involved in encounters as they used to be designed, so when they take that away, they leave a shell behind.

    I'm not sure what they can do about it. Reverting to a world where aggro management is actually challenging doesn't seem like a good idea, because then you alienate the new tanks. But I'm also hesitant to suggest that they need to go down the route that WoW did of Active Mitigation, because I have a bit of PTSD from when Blizzard did that (though then again, I rather trust SE to do a good job with keeping the jobs playable and entertaining, unlike Blizzard).
    (1)
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  7. #7
    Player
    Mavrias's Avatar
    Join Date
    Mar 2017
    Posts
    1,071
    Character
    Jyn Willowsong
    World
    Faerie
    Main Class
    Scholar Lv 90
    Autos requiring constant healing attention places no burden on the tank and all the burden on the healers, unless Square were to add more active mitigation and healing to the tank jobs.
    (2)