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  1. #1
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,561
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    With stuns and interrupts being available to all tanks, are they going to design encounters that take advantage of these skills more, or are they still going to be relegated to mainly stopping attacks in trash packs?

    To add onto this, as I know not everyone reads all posts, an idea I have thrown around is to allow attacks to be stunned/interrupted, but still allow the attack to go off, but with a different effect or attribute. EG. a raidwide does damage and applies paralysis, if you stun the boss, the attack still goes off, but the paralysis is removed, making it a pure damage raidwide. Of course, there are many possibilities with this system that could be played with and I think it could pave the way for more unique mechanics.
    (3)

  2. #2
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    I would love to know what their design philosophy is on invulns. They're powerful to the point where they take the teeth out of encounters and devalue the rest of your defensive kit. Two of them (Living Dead, Superbolide) are fairly universally disliked for having terribly designed drawbacks that the original two jobs don't have to put up with. Is there any plans to re-examine these abilities and their power balance?

    Quote Originally Posted by Mikey_R View Post
    To add onto this, as I know not everyone reads all posts, an idea I have thrown around is to allow attacks to be stunned/interrupted, but still allow the attack to go off, but with a different effect or attribute.
    You could very easily tailor this to difficulty setting in raid content. At normal difficulty, make it so that if you use an interrupt on an ability with a flashing cast bar, you do extra damage and build a chunk of limit gauge, without preventing the baseline ability from occurring. At higher difficulty settings, add on penalties (and perhaps a raid wipe) if you miss your interrupt.

    The Endwalker trailer highlighted that upgraded Shield Bash move, so perhaps it's time to make actively countering attacks an important part of tanking.
    (0)

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