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  1. #91
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Lyth View Post
    If your burst window is bigger than everyone else, your combo potencies and baseline GCD values outside of burst should be smaller than everyone else. Anything else is a recipe for Heavensward or Stormblood era tank balance. You can't have it both ways.
    A cursory look at 5.5 data shows Warrior only winning decisively on Fatebreaker. (For generous terms of 'winning' and 'decisively' because the difference is a crit swing.)

    On full uptime like Doorboss, it's 3rd, on mixed uptime like Oracle it's near dead even with Gun/Paladin.

    It looks like all that's needed is a 2% PPS boost for Dark Knight.
    (2)

  2. #92
    Player
    WhyAmIHere's Avatar
    Join Date
    Apr 2017
    Location
    Gridania/Lominsa
    Posts
    950
    Character
    Mute Shellback
    World
    Behemoth
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Kabooa View Post
    It looks like all that's needed is a 2% PPS boost for Dark Knight.
    And an identity. Don't forget that.
    (7)

  3. #93
    Player
    Argyle_Darkheart's Avatar
    Join Date
    Oct 2013
    Posts
    542
    Character
    Argyle Darkheart
    World
    Behemoth
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Kabooa View Post
    A cursory look at 5.5 data shows Warrior only winning decisively on Fatebreaker. (For generous terms of 'winning' and 'decisively' because the difference is a crit swing.)
    WAR isn't winning when you look at aDPS, which is a significant distinction when looking at tank damage balance.
    (5)

  4. #94
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by WhyAmIHere View Post
    And an identity. Don't forget that.
    Dead Man Walking seems pretty apt.

    Quote Originally Posted by Argyle_Darkheart View Post
    WAR isn't winning when you look at aDPS, which is a significant distinction when looking at tank damage balance.
    Fair, but not surprising. When you can't really make good use of the crit buffs, it's to be expected.
    (2)

  5. #95
    Player
    Bhearil's Avatar
    Join Date
    Mar 2015
    Location
    Ul'dah
    Posts
    425
    Character
    Tuya Bayaqud
    World
    Balmung
    Main Class
    Bard Lv 52
    Quote Originally Posted by Kabooa View Post
    Dead Man Walking seems pretty apt.
    Having your identity on being able to kill yourself is as good as Dragoon killing themselves during jumps thanks to their old huge animation lock...

    Might be fun for memes but wouldnt call that "identity"
    (4)

  6. #96
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Kabooa View Post
    A cursory look at 5.5 data shows Warrior only winning decisively on Fatebreaker. (For generous terms of 'winning' and 'decisively' because the difference is a crit swing.)

    On full uptime like Doorboss, it's 3rd, on mixed uptime like Oracle it's near dead even with Gun/Paladin.

    It looks like all that's needed is a 2% PPS boost for Dark Knight.
    And Diamond, which is a decent example of burst/downtime synergy.


    Quote Originally Posted by Lyth View Post
    If your burst window is bigger than everyone else, your combo potencies and baseline GCD values outside of burst should be smaller than everyone else. Anything else is a recipe for Heavensward or Stormblood era tank balance. You can't have it both ways.
    Except for the inconvenient fact that, unlike the other tanks, WAR has practically nothing other than basic combo GCDs. If all these changes accomplished was putting WAR where it should be accordingly to the burst/downtime play then what exactly are you still complaining about? I get that you'd rather have DRK be a sustain tank so it dominates in the overly present dummy fights but it'd still be a better development choice to have 2 burst and 2 sustain while designing fights so that each has their opportunity to shine.

    You repeatedly say "you can't have it both ways" yet GNB almost certainly has, why don't you harp on that more often? Is it OK to have it both ways when it's "complex"?
    (5)

  7. 04-21-2021 11:39 PM
    Reason
    Double post, my apologies

  8. #97
    Player
    Tranquilmelody7's Avatar
    Join Date
    Jan 2018
    Posts
    419
    Character
    Thepale Rider
    World
    Jenova
    Main Class
    Bard Lv 90
    Quote Originally Posted by TheRealQuah View Post
    Yes LD is bad in some situations, but in some other situations it's the best invuln.
    (3)

  9. #98
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Burst jobs shouldn't be winning decisively in any fight. We get coffee breaks. They don't.

    Quote Originally Posted by whiskeybravo View Post
    ...
    If you wanted to boost WAR's dps, the place to do so is by improving their burst.

    Let me explain. In order to do "burst" damage, you do less damage most of the time, and then do most of your damage all at once. There has to be some contrast. If you boost your average damage so that there's less of a difference, it stops being "burst". You end up devaluing your own supermoves because even your baseline attack potencies are inflated.

    By the way, DRK is also a burst tank at present. I really don't want it to be, in part because I personally don't think that any iteration of Fell Cleave x3, Fell Cleave x6, or Fellest Cleave were engaging, challenging, or fun. I don't believe that every time you press a button, something awesome has to happen, but I understand why game designers do. Button = Awesome. Operant conditioning at its finest. I get WAR's appeal.

    DRK's appeal in Heavensward wasn't that we were WAR. It was because to the broader playerbase, being skilled at DRK meant that you were good. I'd like to reclaim a bit of that feeling again with the job. We could just nominate GNB to that role, but they don't quite have the same sense of style.

    I think burst tanks should exist, because as was pointed out, they're comfortable to play for the average player and are low skill, high reward. But I don't think that they should be beating out jobs that just take more effort to be skilled at.
    (7)

  10. #99
    Player
    WhyAmIHere's Avatar
    Join Date
    Apr 2017
    Location
    Gridania/Lominsa
    Posts
    950
    Character
    Mute Shellback
    World
    Behemoth
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by whiskeybravo View Post
    Except for the inconvenient fact that, unlike the other tanks, WAR has practically nothing other than basic combo GCDs. If all these changes accomplished was putting WAR where it should be accordingly to the burst/downtime play then what exactly are you still complaining about? I get that you'd rather have DRK be a sustain tank so it dominates in the overly present dummy fights but it'd still be a better development choice to have 2 burst and 2 sustain while designing fights so that each has their opportunity to shine.

    You repeatedly say "you can't have it both ways" yet GNB almost certainly has, why don't you harp on that more often? Is it OK to have it both ways when it's "complex"?
    To me it seems like you're making a lot of suppositions and projections for things that the encounter design team and the class design team should be doing, a.k.a. wishful thinking. Thinking that a 2/2 split in damage ethos is fine in theory, and that's what we've got now... kinda.

    Because I'd argue that we've got nothing but burst, it's just that the bursts are varied and wild. PLD juggles FoF and Req windows, not to mention having two DoTs, one of which is a GCD. Mix of Burst and sustain there in my opinion. Same with GNB: Two DoTs, one's a GCD tied to a minute-long recast, and two windows of burst in Gnashing Fang, one with and one without No Mercy.
    WAR's got Inner Chaos and Inner Release as it's burst, but that's about it. No DoT to speak of whatsoever. DRK's sustain damage has been nerfed so heavily that it's a pitiful joke: Salted Earth and this "nothing burger" of Living Shadow (as aside but to me is just a pittance "here now shut up about Scourge").

    So while you have a point, that's not at all what we have now. We just have a design team that's too afraid to let any one tank have something the others don't, unless it's damage over time. We don't have a truly good split of design between Burst and Sustained Damage. We've got larger peaks and higher valleys with varying distances between peaks, and varying distances between summits and peaks.

    Unless i'm entirely clueless in what is meant by "sustain" versus "burst."
    (5)

  11. #100
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Every job has some degree of burst and sustain. It just comes down to what percentage of your outgoing damage is coming from your burst window, as opposed to being spread out across your rotation. The easiest place to look at this is in your opener, when all of your cooldowns are active.

    It's also unsurprising that the jobs that tend to have a more heavily weighted burst section are more about resource management than they are about following strict rotations. You need a certain degree of flexibility to be able to properly control when you actually jump into your burst window or not.
    (2)

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