>Remove Inner Chaos
What

>Remove Inner Chaos
What

How is it more "braindead?" Because eye is easy to keep up? It never required much brain power to keep it up in the first place. It was just annoying to have to reapply it with a combo constantly throughout a dungeon. Or Nascent Flash not requiring a party member? The nascent flash change affected nothing other than making it a useable action while questing or doing other solo content without having to summon a chocobo or having to retarget an npc with a macro during quests to use.

I think you're thinking of Decimate with the "spin axe 3 times into overhead slam." Overpower animation was always the same as it is.WAR encompasses the heavy big hitter playstyle/trope. If you want to be busy outside IR/IC for the sake of being busy, it would just press even more smaller potency buttons to balance it.
You have GNB/PLD if you want a rigid and stagnate damage flow with small peaks.
WAR really did suffer from poor animations this expansion among other things. It's a real head scratcher when the new WAR giga move has softer and more muted sfx than even their basic combos let alone fell cleave and the character animation is reused Inner Beast, a skill that was the predecessor big hit to Fell Cleave. Chaotic Cyclone at the very least is very nice because it is an alternative but equally as fierce compared to Decimate, the former being a beyblade spin of death and the latter a ground shattering slam.
Fell Cleave and Inner Chaos by contrast went from the satisfying, super loud, and vicious triple sawblade rip to a fairly blunt Golf Swing. Yikes.
If they had to reuse old animations, imo they should've went with the original Overpower animation back in 2.0 where the player character would spin the axe three times, building momentum into a powerful overhead slam. Create a new raging death slam visual and LOUD sfx for it and Inner Chaos would've felt so much better. Afaik it would only be appropriate for Great weapons, especially a Greataxe that relies on momemtum and gravity for it's extreme chopping impact to have an overhead executioner finisher.
... Butcher's Block really should've replaced the lame Storm's Path animation which is just three sped up auto attack animations.


Took a while to find but this was the og 2.0 Overpower animation.
https://youtu.be/Oclv1s1Mu68?t=707
Warrior has a lot more glaring issues and making overpower a circle instead of a cone or changing onslaught to having 2 charges is definitely not going to make it any better, considering those aren't even problems and all those skills you complain about have their strengths that previous posters have pointed out already and if anything make warrior more unique in this age of tank homogenization.
What i think devs are gonna do is remove guaranteed direct crit and do something about fell cleave spam, personally both of those things don't matter that much to me, but i definitely think they can do a lot better. As much as guaranteed Dcrit is making warrior standout compared to other tanks( and maybe even other roles) you still feel like a sandbag when jobs in your group can't buff you in any way, greatly decreasing your damage output compared to other tanks who outdps warrior even without any group buffs already.
And can we talk about drk's and war's dmg this expansion? People say that they do only ~4% less dmg but that's the difference between ilvl 515 weapon and ilvl 535, if you are a raider that dmg is pretty significant. Not to mention that to even compete with those numbers you have to consider that fight had to end exactly after drk's and war's burst, not sure about drk but for war its every 90 seconds, so just to be behind pld and gnb your group has to kill the boss in that exact timeframe of 10 seconds after your burst. I don't think that's very fair tbh. It would make a lot more sense that bursty jobs like drk(although they might change that in the future) and war do same amount of dmg as other tanks outside their bursts and ~4% more than others if fight ends on their burst as a payoff for ending fight in such a strict timeframe. OR BETTER YET do something about burst window being so short and it coming up in your rotation so infrequently. Take gnb for example, it is both of 2 worlds: pretty consistent high dmg and a beautiful burst every 60 seconds which lines up perfectly with almost every buff in game. Now im not saying they should take away war's identity of being a burst tank, as some people have pointed out that warrior's burst was 90 seconds both in ARR and HW but duration of berserk was twice as much as IR's. So either make the burst every 90 seconds for 20 seconds, or every 60 seconds but tone it down a little bit. It doesn't have to be same IR as it is now. I hope devs will use their imagination to its fullest.
In a perfect world i would've wanted warrior to be a blm of tanks: having top dog dps and it being engaging not because you have high cpm, but because of interesting mechanics in its rotation. Give warrior something to do outside of its burst, make that damage matter. Also getting buffs like increased crit rate depending on accumulated gauge that promotes meaningful gauge usage would be a welcomed comeback, and tank mastery instead of giving 20% reduced dmg giving warriors 25% more health and healing done for that little drop of identity.



Personally, I want Warrior to be a lot less braindead and be a bit more risk vs reward thing. reducing the IR spam and making memecleave hit harder is something I'm in agreement with.
Tbh I don't like fell cleave's animation, graphics or sound. Inner beast was better as it looked exactly like a powerful dhit/crit worthy attack should. A fast and hard uppercut to the groin. I can't see my annoyingly small auri during fell cleave because of those blasted discs
bloodbath returned, upgrades to nascent. Raw intuition should be booted back down to level 20 where it was originally.
I'd like some of the older attacks returned, as ogcds perhaps. Mercy stroke, fracture (with some damage ffs) butchers block, skull sunder etc.
an idea I've been thinking is the wrath gauge. Higher wrath switches your actions to heavier ones while there's a combo chain to lowering it. Overcap and you burnout. The idea is to keep it high for when you get to burst window.
like the other tanks, replace role actions with the respective old animations. War get brutal swing instead of low blow for example
Last edited by Recon1o6; 02-16-2021 at 01:23 AM.


The only thing they need to change is to not make Berserk a POS ability for people who are leveling or want to run roulettes. To this extent I'd welcome a return to the old 20-sec damage buff Berserk if that's what it took, but otherwise war is fine imo.
This is the weakest excuse for a Warrior I've ever seen. You can destroy basically anything with a few GCDs, never mind the other self heals if needed.
As for comparable tank damage, I'm fine with GNB where they're at, my problem with the balance since 5.0 has always been with PLD. The "protector" tank shouldn't be outdamaging the "berserker" tank, though I suppose that protector status has been diminished over the last few expansions. Raid buffs are likewise a rather moot point. Ninja, Monk, Red Mage, Summoner, Astro don't discriminate in their buffs. Samurai, Black Mage, Machinist don't even have buffs to give. So I guess if you get stuck in a group with only Dragoon, Bard and Dancer you can cry, but that's hardly any sort of optimal group to begin with. War still benefits from more buffs than they miss out on.
Last edited by whiskeybravo; 02-16-2021 at 05:00 AM.
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