If all this is a matter of perspectives then please try understanding our stand point.
I get that you and other newcomers like Benn only know the current state of the game. Every job having some kind of gauge, usually 1-2 ST combos, 1-2 buffs to maintain, and usually a 60s and/or 90s burst rotation. For you, that's the norm!
But it wasn't always like this, and our side comes from previous expansions. We have seen what has been, what was possible, and where issues lied back then, maybe even what jobs or roles were intended to be (successful or not). We can see the holes that are left after the "reworks".
Unfortunately, from what I've read in your last posts, it seems you are rather ignorant towards what you call "veterans" or "the seniority", devaluating their points, experience, and insights simply as "opinions" and "overstatements". But more than often they are results of observations and built up on simple facts - even if it just drawing comparison between each action.
E.g. in my answer to your post just a few hours ago, I've shown that more than 50% of DRKs actions are copy and paste versions from WARs actions, even after eliminating role actions.
In your respond to WhyAmIHere you stated that DRK doesn't have any 20 gauge cost actions, and is more oGCD-heavy than WAR. You try to underline your argument with imho questionable comparisons; e.g. you claim that the gauge spenders that spend 50% of their max gauge are similar to other actions that also cost 50% of their gauge. While doing so, you ignore the way of accumulation of these gauges, and how they are spend otherwise – including completely different mechanics of those jobs. E.g. GNB generates "50% of their gauge" every time they finish a combo, and "100%" when using Bloodfest; NINs Mug generates 40%, their combo's 5/GCD, and later 10 on combo finishers. GNB also spends their gauge on a unique ST combo; NIN on oGCDs only, one of them has a long and unusual CD for their burst windows and so on. Additionally, Upheaval and Onslaught will lose their cost soon, which makes this argument invalid, and just confirms that we are going towards the homogenised/clone direction.
You also argue that DRK has stuff WAR does not; again while being ignorant of how much those points weight. Those exact points you've listed there, actually counter your argument that DRK is unique! Why? Salted Earth was a characteristic action for DRK since the jobs release, but has been nerfed to the ground (no pun intended): duration reduced, CD doubled, potencies nerfed; TBN has lost its synergy with the kit while also becoming riskier to use because if not broken the potency lost is at least twice as much as it used to; and Blood Weapon used to give a haste buff (unique for tanks), but has been reduced into an inferior Infuriate. These are prime examples of what has DRK made less unique than before.
I am sorry if this comes off as offensive, but you are doing pretty much the same thing to others by calling them entitled for being long time players, just because they are using the term "carbon copy (of WAR)" for DRK. If carbon copy is a strong word, then so are "long player entitlement" and "sense of superiority", as well as "seniority" or "veteran". When you say, you'd understand their arguments and points, and wouldn't want to prove them wrong, in the next sentence you do exactly that and try to devaluate those statements.
"Clone" is very much accurate! And even when shao32's comparison with clone troopers is a little wonky, they are an excellent example for the "ShB DRK=WAR clone" debate. While they look different on the outside (purple/edgy vs. reddish/brute), and bear different arms (Greatsword vs. Axe), while clearly part of the same role (military/tank), at the core they are the same (clone, identical face, same education, body build). Their difference is their personality, one is edgy and uses many secondary weapons (oGCDs), while the other is more brute, relying on a simple weapon with guaranteed fire power (less oGCDs, crit-DH). But in the end, they only have access to similar equipment, and have to operate as commanded. Meanwhile, PLD and GNB are enjoying their life knowing they are not clones with rapid growth modifications, albeit GNB is rather young, but both have access to unique weaponry… for now, at least.
What tanks are missing is a haste tank, more diversity in effects and aesthetics, as well as further increasing the synergy within all tank jobs toolkits. And is there any better place to start than the job that used to have all of these?



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