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  1. #1
    Player
    marelooke's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    69
    Character
    Lomea I'ramaloce
    World
    Cerberus
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Argyle_Darkheart View Post
    I too voiced my displeasure at the Overpower change because it was boring and unnecessary, but let's not act like it really matters. Old Overpower had some advantages, but so does new Overpower.
    Only advantage I really see is that people that cannot be bothered to actually learn alt jobs now no longer have to, though that's a depressing design direction if there ever was one.

    Quote Originally Posted by Argyle_Darkheart View Post
    The real issues with WAR are DPS (along with PLD) and critical/direct hit rate raid buff anti-synergy. Nascent Glint not catching the WAR's 4th GCD is also poor design, but it's a minor issue.

    I'm not one to care too much about job complexity or difficulty, but given that WAR's difficulty was eased even further in 6.1, it could probably stand to gain another ability/mechanic to juggle in the future.
    Oh, I'd argue most changes done to WAR since ShB have been unnecessary simplifications at best, or negative at worst. The one change I could get behind was removing the gap closer as a resource spender, though I'd rather have had it just be entirely utility and not part of dps rotation at all, but that's neither here nor there.
    (1)

  2. #2
    Player
    Colt47's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    1,809
    Character
    Kan Himaa
    World
    Balmung
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by marelooke View Post
    Only advantage I really see is that people that cannot be bothered to actually learn alt jobs now no longer have to, though that's a depressing design direction if there ever was one.



    Oh, I'd argue most changes done to WAR since ShB have been unnecessary simplifications at best, or negative at worst. The one change I could get behind was removing the gap closer as a resource spender, though I'd rather have had it just be entirely utility and not part of dps rotation at all, but that's neither here nor there.
    The design of the game has become totally about meeting the necessary defense requirements and then go all in on damage, which is probably why they didn't make the gap closer pure utility because the game doesn't have the button real-estate to have strictly non-dps related situational actions. Defense feels low on dps and da bit high on tanks, and they got too much healing power on heals from healers as a result of it.
    (1)