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  1. #24
    Player
    AziraSyuren's Avatar
    Join Date
    Mar 2016
    Posts
    566
    Character
    Azira Syuren
    World
    Balmung
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by MerlinCross View Post
    snip.
    The thing is that 5.0 DRK, as boring as it was, had few major design flaws. 4.0 DRK had a load of problems that just didn't mesh well with the overall game design at the time. It lacked a slashing debuff, which basically forced a composition containing some of the most already-broken jobs in the game (and Samurai, lol), locked multiple skills behind either tank or DPS stance-preventing you from ever using them the moment you wanted to optimize- and arguably had more trouble holding aggro than any other tank until late into Stormblood. Not all of these things are bad on their own, mind- heck, the only thing I'd argue was an objective design flaw was locking abilities behind tank stance- but your reward for what was more or less the most difficult tank to play was the lowest damage and worst party utility out of every tank by a pretty sizable margin. It was profoundly unrewarding the moment you cared about anyone other than yourself.

    I found its gameplay loop pretty fun, don't get me wrong, but I've never been so thoroughly annoyed with how reliant upon others it was than I was with 4.0 DRK, and as thematically fitting as that might be, I really don't think it was worth it.

    And that's just it. 4.0 DRK just wasn't worth the effort to play compared to the other two. 3.0 and even 5.0 DRK was. It's hard for me personally to enjoy a job when I feel like I'm dragging down the rest of the party by playing it. The job was all take and no give, which I strongly believe a tank shouldn't be.

    (and that's not even getting into how bad it felt in dungeons KEKW)
    (0)
    Last edited by AziraSyuren; 01-21-2022 at 08:08 AM.