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  1. #1
    Player
    Dzian's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    2,837
    Character
    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    Quote Originally Posted by Mikey_R View Post
    Tanks and healers could potentially feel the same to play just because they need to have some form of basic toolkit that is the same across the role.
    the only skill every tank needs to perform there role is something like "provoke" or an emnity grab of some form. thats it. nothing else.

    do all tanks need rampart or a 20% damage mitigation tool? NO!.

    they could have every tank work it in a way that feels totally different..

    for example 3 tanks. all have 100,000HP and all are aboutto eat a 100,000 damage tankbuster.

    Tank 1. could use a mitigation ability like rampart and straight up block 20% of that damage. thus survives tank buster with 20k hp.

    tank 2. could just go RAWWWWWRRRRRRR!!! and gain a temporary boost in maximum HP so now they have 120,000 hp. take the 100,000 damage tank buster and still standing with 20,000 hp.

    tank 3. could have some mechaninc that uses there MP as essentially a second HP Pool. so they take 100,000 damage but maybe 20,000 of it is MP damage and 80,000 is hp dmaage. still survives with 20k hp

    3 ways of achieving the same result that all feel different.

    similar things could work for last stands. tank 1 just just be blanket invincibility. tank 2 could be straight up +100% HP and +100% healing received. not quite invincible but pretty damn close.

    would be miles better than this homogenized crap imo everything feels the same because it is the same.
    (15)

  2. #2
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,578
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Dzian View Post
    the only skill every tank needs to perform there role is something like "provoke" or an emnity grab of some form. thats it. nothing else.
    I said they had to have the same basic toolkit, I never said they had to be the same. Very subtle bit important difference.

    Take all the short cooldown defensives. They are all unique in their own way, however, at the core, it is still a defensive with a short cooldown designed to be used often.

    The big tank cooldowns (Hallowed Ground, Living Dead etc.) all unique, but each tank still has one.

    I would also say, you need more than just an enmity grab to function as a basic tank. You need Provoke, an enmity control (tank stances), single target damage, AoE damage and some form of damage mitigation, that is at minimum 5 actions. If you want tanks to start making mitigation rotations, then you need more defensives, if you want to add AoE mitigation, that is another, stuns/interrupts? another 2 (though I wish more was done with these).

    Once you start building up what you want a tank to actually do, you will find things line up. You can add as much flair to an action as you want and in your examples, they are all just a 20% damage mitigation tool. Yes, they achieve it in different ways, but they are all still the same at the core. So it really depends how deep you want to go with the discussion on homogeneity.
    (2)