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  1. #271
    Player
    Naoki34's Avatar
    Join Date
    May 2016
    Location
    Shirogane
    Posts
    1,046
    Character
    Asuka Suzuhana
    World
    Moogle
    Main Class
    Sage Lv 100
    Quote Originally Posted by Spartan_Aoues View Post
    I have been seeing this theme come up alot. The question of aggro, and the changes from HV - SB, the difficulty, the strategy, and skill ceiling.

    I wanna hear your thought on tanking. and the philosophy of working for aggro as a tank.
    Yes, SE's worst idea to make it too easy unless you have a tauntl you won't get any aggro. Although between tank with the posture tank, always allows to steal the aggro to another tank.

    They did this for players too bad to be able to hold the Aggro in a dungeon.
    (0)
    Last edited by Naoki34; 03-05-2021 at 02:29 AM.

  2. #272
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,223
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Naoki34 View Post
    Yes, SE's worst idea to make it too easy unless you have a tauntl you won't get any aggro. Although between tank with the posture tank, always allows to steal the aggro to another tank.

    They did this for players too bad to be able to hold the Aggro in a dungeon.
    So make the tank stances have a downside of aggro increase get smaller as you get to higher levels to where they need to use taunts and aggro combos at the higher levels...? If so, then the next question would logically be how early do we implement aggro combos because taunts are as early as level 16 if I remember right tanks get Shirk at level 48, so at least before level 50...
    (0)
    Quote Originally Posted by ArianeEwah View Post
    Making things brain dead doesn't solve problems.

  3. #273
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,713
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Takamorisan View Post
    More tank mechanics so we dont die of boredom. As for being bored on dungeons, unless they decide to add dungeons back as end game content with hard version or their own spin of Mythic+ like WoW, I don't see the pacing changing much, its gonna be grab the many trash mob as you can, AoE, rinse and repeat and kill boss. I just see dungeons as a boring way to pick your tomes faster.
    One suggestion I have made in the past, more abilities that can be interacted with via low blow and interject. However, rather than just keeping the same formula and stopping the attack, expand it to do more interesting things.

    eg. If a boss has a raidwide that does damage and inflicts, say, paralysis. If you stun it during the cast, the damage still goes out, however the paralysis is removed.

    Recently I have thought of other ways they can interact. You can have a boss that starts a mechanic, then has a longer cast for a raidwide. If you leave it alone, it goes off at the same time as another mechanic, causing massive damage or even wiping the raid, however, if you stun/interrupt, the cast finishes immediately, making the damage come earlier, which gives the healers time to heal before the other mechanic happening at the same resolves (hopefully that makes sense), or or you stun/interrupt, the secondary effct is removed, but it does more damage. One for savage/ultimate, if you DO stun/interrupt, it makes the attack deadlier, encouraging you to NOT use the stuns/interrupts. Obviously, this last one sounds a bit.. odd, however, if you start to ingrain into people's mind that stunning/interrupting is good, it can cause the tank you have to think a bit more before just mindlessly pressing the button whenever they see the cast bar.

    Obviously, most people talk about how tanks are boring, just blue DPS. However, with a system like this that actively causes the tank to be aware of what the boss is doing, it gives something else to concentrate on. Add in things like positioning the boss properly to make mechanics easier to handle, or in 8 man bosses, spawn an add that is actually deadly, needs proper positioning, give it the stun/interrupt changes I mentioned etc. This way you also give the OT something to do. You could even have the boss and add have a 'co-op attack' that requires co-ordination between the tanks to get through properly.

    I know I always shoot down the past enmity system, however I am a firm believer that the enmity management should be replaced with something else to keep the tank's mind occupied. Hopefully, SE does try and make things more exciting, however I highly doubt it. All I can do is hope for the best.
    (5)

  4. #274
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
    Location
    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by Mikey_R View Post
    eg. If a boss has a raidwide that does damage and inflicts, say, paralysis. If you stun it during the cast, the damage still goes out, however the paralysis is removed.
    They had stuff like this in the old Alexander raids.
    I think theres one in the last raid of the first tier where you have to stun the bosses leg as it releases steam (your tell to stun it) and it acts exactly like you suggest.
    I'm surprised we haven't seen this kind of thing more often.
    (1)

  5. #275
    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
    They had stuff like this in the old Alexander raids.
    I think theres one in the last raid of the first tier where you have to stun the bosses leg as it releases steam (your tell to stun it) and it acts exactly like you suggest.
    I'm surprised we haven't seen this kind of thing more often.
    That probably worked due to the fight having 3 targets in Normal and 5 targets in Savage. The steam spouting leg entity was actually providing a buff to the (untargetable at the time) main body which was actually casting the ability. A lot of fights work by bosses spawning additional untargetable entities that various effects and AoEs originate from because entities in the system can only have 1 effect originate from them at the same time.
    (4)

  6. #276
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,713
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    There is no reason why they cannot do it again though, as an example:

    Boss spawns orbs around the edge which explode after a set time. This leaves the centre of the arena safe to stand. The boss then uses an ability that hits the centre of the arena and pushes the party to the edge and deals damage and inflicts, say, magic vuln up. If the ability isn't stopped, you get pushed back, then orbs explode, killing you. There are several ways you can use stuns/interrupts to potentially stop this combo from killing you. eg, CC the boss action, this could either prevent the knockback, prevent the vuln up or make the boss cast it straight away, which gives you the time to run back to the centre to dodge the orbs. You could make the orbs targetable, but unkillable, stun the orb to prevent it's aoe from going off, giving a safe location to get pushed back to, the stun could just delay the orbs AoE, meaning you get knocked back to this location, then run out before the orb goes off.

    As you can see, several ways to deal with the same mechanic. Assuming you can only do 1 of these on a per fight basis, you can tailor the mechanic to each fight. it can be, you will get knocked back a certain direction, so you have to stun a certain orb, have different patterns of orbs that means you have to get knocked back to this specific location etc. and this is just one thing I've thought off the top of my head.

    So, while there is that limitation of one skill cast per entity at a time, you can still design mechanics with one boss that can utilise multi target CC. It's just a case of being creative in how you program the mechanic.
    (4)

  7. #277
    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 Mikey_R View Post
    So, while there is that limitation of one skill cast per entity at a time, you can still design mechanics with one boss that can utilise multi target CC. It's just a case of being creative in how you program the mechanic.
    I know. I wasn't saying it couldn't or shouldn't be done, just explaining how it was done in that case.
    (5)

  8. #278
    Player
    Ariel_Valmont's Avatar
    Join Date
    Jan 2015
    Posts
    324
    Character
    Bella Ciao
    World
    Balmung
    Main Class
    Red Mage Lv 80
    If I wanted to work I wouldn’t be playing a game... it’s not broke no need to try and fix it.
    (0)

  9. #279
    Player
    ArianeEwah's Avatar
    Join Date
    Jul 2017
    Posts
    478
    Character
    Ari Dyones
    World
    Zodiark
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Ariel_Valmont View Post
    If I wanted to work I wouldn’t be playing a game... it’s not broke no need to try and fix it.
    I seriously hope you were being sarcastic.
    (9)

  10. 03-05-2021 10:07 PM

  11. #280
    Player
    Ariel_Valmont's Avatar
    Join Date
    Jan 2015
    Posts
    324
    Character
    Bella Ciao
    World
    Balmung
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by ArianeEwah View Post
    I seriously hope you were being sarcastic.
    If it walks and talks like a duck...

    The current stystem of enmity generation for tanks is fine, the devs should be able to think of alternative methods of making tanking engaging.

    Tanks are already the least represented role for the most part, do you think more people will be attracted to the role, when they have to deal with DPS stroking their epeen by making it difficult for the tank to hold enmity?
    (3)

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