Because when you are making a pull, as in before the mobs are properly positioned, the larger the surface area is, the more mobs you can hit. That is not opinion, that is math.I have no idea why you keep focusing on the total surface area when we've already established it doesn't practically matter because you shouldn't have mobs bunched all around you anyway as it makes life harder for quite a few other classes when mobs aren't properly positioned (DRG, notably).
For the record: I wouldn't hate it.
Last edited by Terhix; 04-12-2022 at 07:57 PM.
You're supposed to hit the mobs in front of you, and keep them there, even as non-WAR, so the additional surface area does not matter. Sure it's there, but it might as well not be. Hell, it probably shouldn't be, because it encourages lazy, and outright bad, tanking habits that will make your DRG cry.
It would make other tank jobs finally enjoyable to play outside of single-target endgame content. WAR was the only tank that was even remotely enjoyable to play in dungeons, because setting up pulls effectively actually took some brain activity, and they just had to ruin it.
Oh come on, it makes no difference if you hit the pack ahead of you, behind you, or around you as you're making the pull. You hit the pack, sprint to the next pack and hit that, then move to the side to group them up. If you hit the second pack head on with old Overpower, you now have a pack behind you and a pack ahead of you, you have to move regardless of what shape AoE you used.
It doesn't make a difference, except when it does. There's specific pulls where one or the other is just better. Obviously you can get by with the other, otherwise the three other tank jobs would be literally unplayable, but WAR had both.Oh come on, it makes no difference if you hit the pack ahead of you, behind you, or around you as you're making the pull. You hit the pack, sprint to the next pack and hit that, then move to the side to group them up. If you hit the second pack head on with old Overpower, you now have a pack behind you and a pack ahead of you, you have to move regardless of what shape AoE you used.
Of course, based on comments on this change many people are allergic to actually learning something new. It's ironic that despite complaints of jobs being way too samey, and becoming increasingly more so many reject anything they actually do need to put even a minimal effort into learning, resulting in these things getting "streamlined" to the point everything is the same. It's not even like Overpower was that hard to use even without making use of its "advanced" features (using advanced very, very loosely here).
I wouldn't be bothered by people not "getting" Overpower's advantages as long as they wouldn't project their ignorance as shortcoming of the ability, which is, unfortunately what seems to have been happening and why we're now here.
When it comes to dungeons all the tanks are now pretty much identical, except that getting killed as a WAR takes some conscious effort, so guess there's no real point to any of the others anymore?
Last edited by marelooke; 04-12-2022 at 10:57 PM.
Yeah, I think that's a fair description. I don't know what prompted SE to change it exactly, whether it was actual new player complaints of the aforementioned trust AI issues, but here we are indeed. The actual pros and cons of one vs the other are quite minute, while the levels of hyperbole in this thread are really quite something.It doesn't make a difference, except when it does. There's specific pulls where one or the other is just better. Obviously you can get by with the other, otherwise the three other tank jobs would be literally unplayable, but WAR had both.
Of course, based on comments on this change many people are allergic to actually learning something new. It's ironic that despite complaints of jobs being way too samey, and becoming increasingly more so many reject anything they actually do need to put even a minimal effort into learning, resulting in these things getting "streamlined" to the point everything is the same. It's not even like Overpower was that hard to use even without making use of its "advanced" features (using advanced very, very loosely here).
I wouldn't be bothered by people not "getting" Overpower's advantages as long as they wouldn't project their ignorance as shortcoming of the ability, which is, unfortunately what seems to have been happening and why we're now here.
Yes but AFTER that FIRST initial hit, the cone literally doesn't matter. At all.
In fact due to mob AI and them positioning themselves so they don't overlap their shared space it is entirely possible to MISS mobs DUE to the cone where the circle would hit them.
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
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