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  1. #12
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,340
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by nia_saeli View Post
    It's the difference between only having to check "Is it raid buffs yet? No? Am I overcapping?" to "How much gauge do I need to keep for the next mechanic?" it's just something that allows us to play ever so slightly differently from the other tanks that just go "Do I need it in 25 seconds? no? Use it" on their mits. We still end up doing that when we'd overcap, but there's at least some leeway which makes it interesting to use defensively for me.

    Granted, the oath gauge is basically a 25 second cooldown with two charges and the extra requirement to be in melee range or your cooldowns stop, so not great.

    Overall, I just don't trust SE to leave the flexibility in if they remove the oath gauge and repurpose it for something else. I doubt they'd give it charges to compensate. I'd prefer if they just made it so that we generated our gauge from our GCDs and spells (including clemency for when the boss is untargetable).

    This is more of a problem with SE encounter design, but it could also be resolved by generating gauge via spells including clemency or something.

    I'm just overall not a fan of further homogenizing stuff that is unique to PLD that can be resolved while retaining PLD's identity.
    Yes, the interesting and 'unique' part of PLD's Sheltron/Intervention, the good unique at least, is that you can store up 100 gauge, and use Sheltron AND Intervention at the same time. So if Sheltron had 2 charges, shared with Intervention, with a 20s recharge time, it'd be pretty much functionally identical. However, it'd come with additional benefits: current charge time is about 23s, so it'd be up slightly more often. It'd allow for the Oath Gauge to actually track something useful (atm you could take it off your screen and just see if Sheltron's ready by looking if the button is greyed out). "How much gauge do I need to keep for the next mechanic?" would become "Can I use a Sheltron charge here to mit/regen through these Autoattacks? Will I need just one for myself on the upcoming TB, or does my Cotank need an Intervention too?"

    If we had Shel/Interv changed to 2 shared charges, 20s recharge time, that'd still be unique to PLD, as it'd be the only tank that can apply it's short mit to both itself AND it's cotank at the same time. Unless you count Oblation on DRK, but that's 10% and this is 15%+15% if you time it well. Way different level of strength, and Oblation's got a 60s recharge time. Identity isn't being infringed. Also we can take Cover off the Oath Gauge and make it a standalone again, that way it'd potentially see more use.

    I think the Oath Gauge as it stands is in a dead end. It can't have anything else added to it of interest, because it's the 'Sheltron Gauge'. If it were reworked to be a damage tracking gauge like Wrath or Blood, yeh 'homogenization' but it opens doors to actually reduce homogenization in other ways. Adding new skills that have other costs like 20 or 30 or an Apex Arrow type that consumes all of the gauge and scales in potency. The fact SE's allergic to giving classes gauge spenders that don't work on a multiple of 50 is just as limiting. Having to remember to save 20 for Upheaval didn't take much brain, but it at least took 'more than zero brain'.

    Quote Originally Posted by Gserpent View Post
    I would love to swap to "active mitigation" where your damage is a bunch of builders and your spenders are defensive tools. WoW went that direction and while it's had a few potholes, it's been a roaring success and is *dramatically* better than what they were doing before.
    Once upon a time I started theorycrafting a change to DRK to make it into a 'stagger tank' back in like SB (when people hated it), didn't get very far though. I fear the problem with Active Mit is that this game's playerbase is so against the idea of 'losing damage' for any reason, it'd be reviled. For example, Guardian Druid in WOW has Rage as it's resource. It can spend that rage on Maul for big ST damage (and a 15% DR effect for like 6sec via a talent), or it can spend it on Ironfur to increase it's physical DR via increased Armor stat. In FFXIV, that'd be hated because everyone would insist on spamming Maul for more damage, and eating dirt as they blow up on a TB because they didn't mitigate it with Ironfur. SOTR on Paladin wouldn't be spent to mitigate, it'd be spent to do more damage. Prot Warrior Rage would all be dumped into Revenge, leaving both Shield block and Ignore Pain unused.

    (actually I realize now Shield Block increases damage dealt by Shield Slam, so it sort of refunds in that regard. Maybe if we had stuff like that, where eg Sheltron makes Shield Bash do bonus damage during it's duration, that might be cool)

    On the other hand, a system like Stagger, where Purifying and Celestial Brews don't cost you your damage (and your damage actually helps restore them faster) would be a lot more acceptable to this playerbase I think. Well, the 'it doesn't cost your damage' part at least.
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    Last edited by ForsakenRoe; 01-14-2023 at 04:32 AM.