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  1. #1871
    Player
    Sacrilegion's Avatar
    Join Date
    Aug 2021
    Posts
    105
    Character
    Ricky' Spanish
    World
    Hyperion
    Main Class
    Samurai Lv 80
    Yoshi P and his dev team won't see this because they are just a group of dps mains. While I do like RDM, I wish DRK and the other tanks got that level of love. Can't prog anything group content wise without healers and tanks. Both roles should be enjoyable and not feel like a punishment.
    (5)

  2. #1872
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 91
    Quote Originally Posted by Shurrikhan View Post
    ... That still seems largely a player issue? ... I in no way feel fragile on DRK compared to anything but WAR. ...
    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.

    Quote Originally Posted by Shurrikhan View Post
    ... A nitpick, though, on the "Super TBN" idea: two-stage empowered abilities that quickly come to feel like the "normal" effect will often tend to seem more like 'clunk' than 'power' ...
    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.
    (1)
    Last edited by TouchandFeel; 01-05-2022 at 07:14 AM.

  3. #1873
    Player
    Ultaniku's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    418
    Character
    Jojo Ryder
    World
    Famfrit
    Main Class
    Warrior Lv 97
    Someone else said this before and it kind of translates to how I feel in regard to DRK. In full party content I feel amazing and strong. In light party content I don’t feel like my defensives alone can keep me going compared to the other tanks. I feel like even using my defensive rotation of cooldowns I still heavily have to rely on healer upkeep and dps taking down the trash packs quickly. If my cooldowns are gone then I don’t have much of anything to sustain me myself. This does mostly pertain to w2w trash packs in what I’m referencing.
    (2)

  4. #1874
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by WhyAmIHere View Post
    honestly i'm glad nothing changed. potency-wise at least.
    but the invuln bug being fixed is good..
    It's nice to again only have the worst invuln instead of the worst invuln that also only works at all four-fifths of the time.

    ...What have we been reduced to?!

    Quote Originally Posted by Archwizard View Post
    My thinking is this may be the first opportunity in a long while where LD's actually being seriously examined, considering that the damage output this expansion (meant to take advantage of the new "active" mitigation style of timing a block in the first few seconds) means TBN itself isn't able to do the job of three other mitigation skills on its own anymore like it has been since its introduction, so people are actually seeing LD's deficit outside of raids.
    Hopefully so, but the haphazard slapping of a 10s duration onto any and every invuln (except, in practice, Living Dead) doesn't bode well for that. It increases the need to fix LD, but doesn't indicate a mind for it.

    Quote Originally Posted by Archwizard View Post
    So if I may ask, aside from the fact that AD is part of the DRK's sustain, why is the cry more for separating C&S from AD instead of having C&S also heal, since AD for its part at least restores MP?
    Because more obligatory oGCDs to press is good, even if they're not individually satisfying outside of their intended target counts? ???

    I don't know. I'd prefer just slapping a 600-potency heal (equivalent to 3 hits of AD) onto C&S.

    Quote Originally Posted by TouchandFeel View Post
    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.
    That was why I generally preferred a "Dark Passenger" follow-up ability approach (likewise a dynamic oGCD) over a "Dark Arts" power-up approach. A rushed cast isn't therefore punished and they each feel like abilities in their own right, such that you feel like you have a larger arsenal with minimal button-bloat rather than your skills taking an extra oGCD to get their value.

    As for the Oblation idea itself, I'm still very much on the fence. For the most part, I like how Oblation works with, or as complement to, TBN already -- or, I would if Oblation was just a bit shorter but more potent. I'll agree that Oblation fits TBN's animation to a tee, almost as if binding TBN up and locking it in (certainly a decent visual excuse for, say, extending its duration if we wanted one, but removing TBN's risk, very much a core mechanic, twice per 2 minutes might not ultimately be the best design, even if most DRKs would love it at first). But, I'd I doubt I'd like it if it felt that I can only really use Oblation with TBN as not for Oblation to feel wasteful, let alone only at the most specific of moments along TBN's shield lifetime.

    Moreover, getting even an extra 20% HP on atop an already 25% HP shield seems... exceedingly powerful unless they truly cannot stack (i.e., the first must be mostly drained before overriding it with Oblation's shield -- again, likely to seem finnicky), but even that would just end up more awkward to track without offering any added eHP against an immediately upcoming single strike (at least, without wasting TBN entirely, assuming Oblation's shield were the larger), in which case the single shield and a bankable healing tool would have been a cleaner option anyways. Hmm.
    (2)
    Last edited by Shurrikhan; 01-05-2022 at 08:22 AM.

  5. #1875
    Player
    Ryaduera's Avatar
    Join Date
    Oct 2021
    Posts
    218
    Character
    Ryaduera Tengille
    World
    Leviathan
    Main Class
    Paladin Lv 100
    Quote Originally Posted by TouchandFeel View Post
    -snip-
    When it comes to barriers over percentages something else you have to consider is that the more damage something does the less effective a barrier actually is next to flat reduction. I showed my work on math based around the idea of tankbusters, but the same can be said for large pulls in dungeons as well (the math on things like HoC gets a little djanky because of the 15% bonus falling off after 4 seconds, but the logic stands) so in longer fights where percentages can be kept up for more time it will overall reduce damage by more, but, as you said, have the tanks HP in a steady decline instead of a flatline before the barrier breaks. I think this is why several people have suggested a regen if the shield breaks, since it not only provides DRK with the healing it's lacking, but also applying a regen after the barrier breaks means subsequent damage can be mitigated without overcompensating since overheal would mean it doesn't mitigate more every time, it only has additional mitigation when it is needed. It comes down to the simple fact that shields can only mitigate that exact amount in an HP value, whereas a percentage will always have mitigated more damage as more damage is taken. It would just be nice if DRK had some way of dealing with those heavy damage moments that was properly comparable to the other tanks currently.
    (1)
    Last edited by Ryaduera; 01-05-2022 at 01:56 PM.

  6. #1876
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Ryaduera View Post
    When it comes to barriers over percentages something else you have to consider is that the more damage something does the less effective a barrier actually is next to flat reduction.
    True, but that's more a simple matter of scaling. Percentile mitigation's throughput scales with the content. Healing and barriers scale solely with your own gear. If you're undergeared for said content, it's better to scale off it than off yourself. If you're overgeared, it's better to scale solely off oneself. (Of course, DRK does eventually offer the catch-22 of being too outgeared for content making it harder to pop TBN.)

    It's much the same idea as 2.0 Warrior, had they ever bothered to balance it against Paladin for even the likes of dungeons. (Warrior didn't even have as much eHP as Paladin--as taking 20% less damage increases eHP by 25%, but Warrior only got a 20% health increase--let alone enough self-healing to make up for the additional healing required by having only one mitigation skill, Foresight, worth about 5% mitigation at the time.)
    (0)

  7. #1877
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Lyth View Post
    I thought that Salt and Darkness was somewhat interesting, until I saw what they did with Doton and Hollow Nozuchi. But having the damage from your ground target AoE effectively 'combo' off of certain actions performed when its active was probably considered to be too involved for a tank job or something.

    I'm starting to see why they do animation upgrades every so often, and I do think that it's worthwhile, especially now that they've figured out hitstop with Reaper.
    Ahh, but this actually shows commendable foresight. Stick 'attacks trigger interaction from field effects' on NIN, and you're fine. Stick it on Salted Earth and there'd be torches, pitchforks, feathers, and tar over our apparently having copied Death & Decay from WoW. /s

    But, honestly, more than a matter of complexity, it'd likely have caught flak for having made DRK feel even more rooted during Salted Earth by increasing its importance (and not in a way that, like Salt and Darkness, can be dumped quickly). Heck, when I first heard about the skill, I figured it'd drain half the remaining duration of Salted Earth to deal that tick damage instantly at a slightly reduced effect.

    Quote Originally Posted by Baxcel View Post
    Honestly it's kinda a slap to the face for DRK players.. here you go DRKs.. you don't need to aim Salted Earth anymore to make it easier on you guys.. then they turn around and fix ground targeting for all the other jobs instead of just doing the same lol
    As much as I want a remotely placeable Salted Earth back, ground targeting is still far from fixed. It still can't quite be properly queued, is still messed up by frame-spikes causing clicks to act like holds and therefore simply move the camera instead, still lacks any form of smart snapping, still can't 'use on release', still won't constrain its indicator to its maximum range, or any of various other features you'd expect from an MMO XIV's age.
    (0)

  8. #1878
    Player
    Ryaduera's Avatar
    Join Date
    Oct 2021
    Posts
    218
    Character
    Ryaduera Tengille
    World
    Leviathan
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Shurrikhan View Post
    True, but that's more a simple matter of scaling. Percentile mitigation's throughput scales with the content. Healing and barriers scale solely with your own gear. If you're undergeared for said content, it's better to scale off it than off yourself. If you're overgeared, it's better to scale solely off oneself. (Of course, DRK does eventually offer the catch-22 of being too outgeared for content making it harder to pop TBN.)[/SIZE]
    But therein really lies another problem, because healing from other tanks also scales off of gear. All of the benefits with none of the drawbacks, and DRK sits there making sad edgy noises. The only reason DRK was part of the world first was because it was a DPS that could handle tank swap mechanics. More damage is good and all but damn... can't DRK be fun instead? It's getting to a point where it's exclusively a clearing tool.
    (0)
    Filled to the brim with salt, vinegar, and unpopular opinions.

    Nobody told me Fantasias were addictive, now I have to go to rehab.

  9. #1879
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Ryaduera View Post
    But therein really lies another problem, because healing from other tanks also scales off of gear. All of the benefits with none of the drawbacks.
    ...No. That's not how mitigation types work. Having a bit of something else and less of the first thing does not give you the full benefits of both.

    How much damage does the percentile mitigation component of Holy Shelltron, Bloodwhetting, or Heart of Corundum absorb? That whole portion, which far exceeds the healing value in any 8-second span that'd require mitigation, does not scale with gear. I.e., the majority of Holy Shelltron, Heart of Corundom, and Bloodwhetting unless holding Primal and 1 or 2 Infuriates, does not scale with gear.

    The entirety of TBN, on the other hand, scales with gear.

    Again, that's not always a good thing --i.e., if one is undergeared for the given piece of content, in which case content-based scaling would be preferable-- but being a hybrid, under the same (well, less, typically) total throughput, does not give the full benefit of both types.
    (3)

  10. #1880
    Player
    Ryaduera's Avatar
    Join Date
    Oct 2021
    Posts
    218
    Character
    Ryaduera Tengille
    World
    Leviathan
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Shurrikhan View Post
    ...No. That's not how mitigation types work. Having a bit of something else and less of the first thing does not give you the full benefits of both.

    How much damage does the percentile mitigation component of Holy Shelltron, Bloodwhetting, or Heart of Corundum absorb? That whole portion, which far exceeds the healing value in any 8-second span that'd require mitigation, does not scale with gear. I.e., the majority of Holy Shelltron, Heart of Corundom, and Bloodwhetting unless holding Primal and 1 or 2 Infuriates, does not scale with gear.

    The entirety of TBN, on the other hand, scales with gear.

    Again, that's not always a good thing --i.e., if one is undergeared for the given piece of content, in which case content-based scaling would be preferable-- but being a hybrid, under the same (well, less, typically) total throughput, does not give the full benefit of both types.
    Healing is a form of damage mitigation. Getting health back is very important and if it can be stacked with mitigations the health returned is also more valuable, so the flat percentage is frequently applied to the HP regained as well, meaning yes, the mitigation does scale off gear as well as long as there is a heal attached to the mitigation. It only does not scale with gear if the mitigation either doesn't provide damage reduction after the fact or doesn't provide an HP return during the damage reduction duration. Anyone who says healing is not a form of damage mitigation needs their tank que times revoked.

    To be clear, a heal that doesn't overheal and a shield that protect before damage are only distinguishable from eachother in terms of mitigation when the shield provided actually prevents death. Otherwise they are, in effect, the same value if the heal is the same. Heals are only weaker because they happen after damage is taken rather than before, but there's not a single mechanic where a shield is necessary to survive it in the first place, so it's redundant, and even if it was necessary, we have SCH and SGE for it anyway. This means in any sutuation that brought, as an example, Heart of Corrundum to the point the heal activates during the mitigation period and didn't outright kill the tank, then there is no situation where HoC alone didn't mitigate more than TBN even if you stacked it with Oblation. This is especially apparent on tank busters.
    (2)
    Last edited by Ryaduera; 01-06-2022 at 01:53 AM.
    Filled to the brim with salt, vinegar, and unpopular opinions.

    Nobody told me Fantasias were addictive, now I have to go to rehab.

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