It honestly feels like WAR was designed for a different PVP mode than the other tanks.
Why does it have THREE ranged options? Did it really need two gap closers and a pull in?



It honestly feels like WAR was designed for a different PVP mode than the other tanks.
Why does it have THREE ranged options? Did it really need two gap closers and a pull in?
My main issue with WHM is its LB and just how ridiculous fast it can build it. Cure 2 bug aside, the LB does a lot of damage and stuns on top of increasing damage taken by the enemy and adding a heal over time to the team. I have no problem with it doing damage and giving a heal over time to the team, but its other features need to be removed. There's no reason for it to have a stun and increases opponents damage taken when its already like a 16k potency massive beam.I feel like this is kind of a design issue with a number of the "non-meta "jobs in general.
They have means of support that are more heavily reliant on their teammates taking advantage of it or just playing well in general. IE, SGE's LB is only powerful if people actively huddle into it to force their opponents to eat the DoT.
WAR and WHM can contribute a lot in a void just by timing their abilities properly to secure kills or keep their team alive.
No it doesn't, but here we are I guess.



I was stuck in gold for like 4 days then switched to war and am close to crystal now
CC is perfectly fine. Purify needs some changes, but removing the aoe stun and gap closer solves a lot of problems primal rend creates. They wouldn't be able to just go flying in like a missile and stunning several players. They have to actually think more about when to use primal rend.



I'd agree if there was even a semblance of thought behind how CC was given out and to what classes, but there was not.CC is perfectly fine. Purify needs some changes, but removing the aoe stun and gap closer solves a lot of problems primal rend creates. They wouldn't be able to just go flying in like a missile and stunning several players. They have to actually think more about when to use primal rend.




Samurai have 3 gap closers and an instant kill LB that literally does 100% of your HP bar.
And it also ignores Guard.
Last edited by Deceptus; 04-30-2022 at 11:36 PM.

I have no idea why Dragoon, who's supposed to be a jumping gazelle, has only one gap closer. All melee DPS have more and so does Warrior. And they all have at least one form of crowd control each, while Dragoon has nothing. It's just weird.


This. I have now had many matches where I played WAR, my party stuck with me, and we just melted things in front of us.
I have also had more matches where I played WAR, half my team decided to go sightseeing in Narnia while chasing one bard, and I was left alone on the crystal to fight a futile battle of "Well, I can be really annoying to the enemy team for a surprisingly long time and force the crystal to a standstill, but eventually I run out of things to use to keep myself alive."
Dueling a WAR one-on-one can go badly. Dueling a WAR who has others at their side who will utilize their kit with the opening the WAR makes for them is likely to be a losing prospect. Dueling a WAR left alone four-on-one is all but a foregone conclusion... and it isn't in favor of the WAR. (The only way I've recovered in a scenario like that is a very carefully timed LB to negate Guard just before the turbulence, smack Guard myself to not get bounced, and wait for them to land. With diminished health, stun them all and try to finish them off. Sometimes it works. "Sometimes" is not, however, "always". Especially since that tactic really only works particularly effectively on the one map.)
I aim to make my posts engaging and entertaining, even when you might not agree with me. And failing that, I'll just be very, VERY wordy.Originally Posted by Packetdancer
The healer main's struggle for pants is both real, and unending. Be strong, sister. #GiveUsMorePants2k20 #HealersNotRevealers #RandomOtherSleepDeprivedHashtagsHere



So, while we're all here, let's think up itemized wishlist buffs/nerfs for individual jobs and system mechanics while we're here. I see a lot of complaints about what's here, but not too much overall feedback about what could be.
I'd either Switch WAR's Primal Rend to an AoE Slow rather than stun, or up the recast timer.
I'd flat out remove one of the CC Tools from WHM, be it the polymorth or the Stun on their LB. (Comparing it to other healer LBs it's far and above their peers.)
GBN I'd put roots and stuns in their kits. I'd actually say give their Double Down some AoE CC (Silence?). Rough Divide could be a single target stun.
For Reaper, I'd give Death Warrant an additional Slow effect and tune up the non-Enshrouded damage about 10-15% across the board.
For SCH's. I'd limit the number of targets deployment tactics can spread up to (4) and give mummification a slow effect.
While I'd love for two charges on Jump, I appreciate the damage it does. I recognize that any additional charges on jump would have to take away from Jump's damage.
I'd hold off on changes to Red Mage till the rebalancing on other jobs is done. I'd almost consider it the standard to base jobs off of.
For BLM, I'd give it a rare ability to stack both Status effects while in Limit Break.
Also increase the effectiveness of Purify's status resistance, be it length or preventing certain other status effects from taking place. It should clear Polymorph.
That's about what I got for now. As I keep playing both modes more ideas will come to me, likely.
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