Don't get me wrong, I was not and am not saying that DRK is definitively worse overall defensively; at least not for the most part, I still really dislike Living Dead but that is a different topic altogether. What I was saying, and thought was very clear about, is that to many players it feels worse. It's the perception of the situation, not the objective actuality of it at play here.
Large damage shields as mitigation by their very nature result in the damage actually received, being visible by changes on your HP bar, as having more discernible and defined peaks and troughs when visualizing the pattern to damage you are actually taking. The shield will completely stop all damage until it breaks and then it mitigates none.
% based mitigation is by its nature less variable in the fluctuations of damage actually received because it only lessens the damage as it is being received, it never stops it entirely like a shield. There also isn't a predetermined upper limit to the damage mitigated/lessened and so it will always last its full duration. This inherently results in the damage being actually received as being more smooth when visualizing it as a pattern.
To phrase it as an analogy, shield mitigation is like a stop sign or traffic light, while % mitigation is like a speed limit.
The healing aspects of Holy Sheltron and Heart of Corundum provide an additional factor that helps smooth out the changes occurring on your HP bar.
Asides from the short recast defensive abilities, each tank (ignoring the outlier of WAR) has roughly the same extra defensives to leverage as extra defensive padding, and so has approximately the same capabilities to use them to smooth out through mitigation the pattern of damage reduced from the HP pool, leaving both in roughly the same spot as before in terms of overall tangible damage received with the shield based one (DRK) having more defined fluctuations to their HP pool compared to the % mitigation ones (PLD and GNB).
This is not a "player issue", it is just an objective reality of how the nature of the different types of mitigation result in different patterns to the damage being received and the observable affect visible on your HP pool.
How a player like you or I FEEL about these discernible patterns and how much we even notice them is of course a different matter and will vary to degrees by individual.
You say to you it is no big deal and you never felt in danger. I too didn't mind it and rarely felt truly in danger. In fact the more distinct fluctuations to my health actually made the defensive game-play of DRK more exciting for me compared to when I play a different tank like PLD. To me it actually made it feel better.
Our experiences and how we personally feel about it, while true to us, are not definitive for the playerbase at large. People overall tend to prefer things that are more predictably reliable, with less strong variation. We are creatures of comfort in many ways. Not everyone mind you, there will always be those that are thrill seekers or thrive in chaos, but objectively most.
So taking into account the patterns from the different types of mitigation and human natures' preference for predictability and comfort, it makes sense why many, if not most, players would feel that DRK is worse defensively even though it objectively may not be. It's seeking to understand the viewpoint of others and the reasoning behind it, even if you don't necessarily agree with it. I may not feel the same way myself, but I can use reasoning to see where they are coming from and why they may feel the way they do.
I will note how much the general viewpoint on this, especially the view of TBN, flipped with Endwalker. It's very interesting thinking about how the opinions of so many went from one end of the spectrum to the other. TBN used to be seen as making DRKs' defensive capabilities the superior and, funnily enough, the more comfortable one even though it was a shield, actually because it was a shield. The focus used to be very much on the period when the shield was up and no damage was taken, which felt comfortable since patternwise a flat-line is pretty smooth and comfortable. Now with the buffs to the short recast defensives of the other tanks and TBN becoming less impressive overall by comparison, people are no longer focused on that initial period where you are taking no damage but are instead very much noticing the other side of the coin where you no longer have the shield and are taking all the damage (any separate mitigation being used notwithstanding). Now that they are not so overly focused on the pros, they are now very much seeing the accompanying cons, probably to the point of over focusing on them, and they are suddenly feeling like "oh sh*t, what the hell is this crap". It's like that blemish or imperfection that was always there that people only just now noticed and now they can't stop looking at it and that level of focus makes it seem so all-encompassing.
Anyways, just a tangent, but it really is interesting how viewpoints can so readily shift and change, and how malleable perception can be.
Yes, that can occur. I made very similar arguments against some of the implementations for the original Dark Arts where it just felt like you had to do two actions just to get the payout of effectively one, particularly in regards to the Dark Arts effect for most offensive actions being just a bit of extra potency which was really dull.
However, this too all hinges on perception and there are many factors that can steer that one way or another. Whenever you design anything that is meant to be complimentary or synergistic, you always run the risk of the lone parts of it feeling diminished when not paired. Does that mean that you completely avoid any such potential designs? I would say no and I am sure many, if not most players would say the same.
So the trick is figuring how to implement game-play mechanics like this that avoid the obvious presented pitfall.
The first step I would say is to try to identify elements that would likely reinforce such a negative perception.
One big thing that I can think of is to have the initial ability in the two-step combination have no tangible effect by itself, it is solely there to empower the second ability. This lack of positive feedback on the initial part of the combo makes it feel in the moment rather extraneous and places all the emphasis on the second ability, the "empowered" one. The extraneous feel of the initial button press can lead to it feeling "clunky" and the extra emphasis on the "empowered" ability makes the divide between it and the normal version more discernible.
The potential solution to this that I used was to have the initial action of the two-step combo actually be the one that people would normally think of as the "empowered" ability, essentially flipping the order and guaranteeing that the initial action has an immediate and tangible positive effect since whatever mitigation it would normally provide is still exactly what it provides. Arranging it in this way also puts less emphasis on it feeling like the "empowered" ability since it basically stays the same, which in turn lessens the divide felt between the normal version and the comboed version of the ability, and instead puts more emphasis on the second ability in the combo as being the "empowered" one.
The second big thing that I can think of that would reinforce the potential problem is making the additional, or "empowered", effect from the combo be a straight forward, direct increase to exactly what the defining ability was already primarily doing, for example making the additional effect an extra 10% magic damage resistance when comboed with Dark Mind. This obviously strongly emphasizes the divide between the comboed one and the normal one by directly providing a stronger version of the effect of the comboed ability.
The solution for this is to provide different but preferably complementary effects instead of direct boosts to what effects already exist. For example what I suggested as the potential combo additional effect for Dark Mind was to provide a small amount of additional physical damage only mitigation. The primary effect of Dark Mind doesn't change at all and isn't made stronger, it just allows it to potentially be used differently and in different situations.
The last thing that I can think of off the top of my head that would contribute to the problem is making the bonus effect too strong. The stronger the bonus effect, the bigger the objective difference between the comboed/"empowered" version and the normal version which will obviously greatly increase the feeling of the divide.
The solution to this is also obvious, just make the bonus additional effects relatively small but just big enough to feel worthwhile. The best part of getting something for virtually nothing is that what you get really doesn't have to be much since few would scoff at freebies. This changes the additional bonus effects from "must haves", which will feel bad if you don't get it, to "nice to haves" which you will be happy to get but not necessarily feel overly beholden to.
By implementing things in this way, I aimed to shift the emphasis away from making it feel like the establishing ability is being "empowered" but instead to make Oblation feel like a more flexible ability that shifts and adjusts in a way to compliment what it is paired with.
The idea for how Oblation would work with TBN is however a bit more unique since the mechanics built around it make the ability itself fairly unique, so the challenge was to work around those constraints and how to potentially play off them and maybe address some other player complaints along the way.
You can't really just layer on more stacking mitigation because it would interfere with the TBN shield breaking which you probably wouldn't want as a player. Then the way that Oblation looks mirrors the TBN animation so much that it just felt natural to try to make it also a shield when comboing off of TBN, but putting a shield on top of a shield just felt weird so that is where I arrived with simply breaking TBN and replacing it with another shield.
This approach provided the added game-play element of giving DRK a way to break TBN themselves to refund the MP into a Dark Arts, something that has been asked for by players.
Additionally, it also created a sort of mini-game with how to maximize it's effect depending on the situation. In a situation with prolonged high damage, you could try to ride out TBN a bit to have that soak damage before dropping that shield and putting up the other one; whereas in a situation of extreme spike damage like a tankbuster, it wouldn't really matter so you could just break TBN and have the Oblation shield go up. You may think that this game-play is "convoluted" or "finnicky", but I personally see it as being fun. Carefully curated risk/reward scenarios can feel really good and I even went so far as to nullify the inherent risk/reward aspect of TBN, the MP/DPS loss of it not breaking, as part of the this combo so that you aren't doubling up on them and even if you don't perfectly maximize the payout in the combo scenario, you are still guaranteeing yourself a win in the base TBN one. Serendipitously this game-play mechanic also reflects the very lesson taught in the DRK job quests of "don't push too far or you'll be sorry", an unintentional coincidence but amusing none the less.
The last challenge that I saw to tackle with this idea was to reign in the power from maximizing your TBN shield and then getting your second shield, while making sure that in instances where you immediately go into your second shield to soak a buster it still felt like enough of an upgrade. The best way to achieve this that I could think of was to have the second shield be slightly stronger (maybe 30% as opposed to TBNs' 25%) but with a shorter duration (5s?).
Anyways, I am not overly stuck on any of my ideas or suggestions, and I certainly don't feel that any of them are the only way to address or change things. I'm constantly changing and evolving my ideas based on the state of the game and what feedback I am seeing from other players, even stuff that I may not agree with gets factored in. I present ideas here on the forums more to grease the wheels of inspiration amongst the players and hopefully the dev team, although the level of such influence is of course questionable.
I want to see more game-play centric, interesting solutions to problems as opposed to the easy low hanging fruit that tends to be so easily and often repeated because it is low effort to bandwagon on; and so that is what I try to put out there. It's the very reason that I go into such exhausting detail with walls of text describing all the nuances of my decisions and thought process, hoping that those who actually care will in turn be influenced to put more thought into their opinions and ideas, even if only a little bit.



Reply With Quote



