I actually really liked Holminster's damage! I'd love everything to hit a bit harder.
I actually really liked Holminster's damage! I'd love everything to hit a bit harder.
I give up with you people. Forum community is absolutely unhinged. Imagine joining my alt's FC just to wait for me to come online to harass me lmao.



They did away with this in Shadowbringers with their way to keep the damage up was by making everything hit about 20-30 percent stronger to offset the fact that the tanks had a permanent tank stance up. That being said, that has only made things more predictable when you see say an auto hit for 15k and you know that auto will always hit for 15k.



Just tell the tank to not use his/her def cds = prob solved.
☆SCH/AST/DNC/VPR/SMN☆
I feel that the best way to fix it is to do the one thing most people would clutch their pearls at right now...cap the max ilvl for current level 90/expert content dungeons, probably to the exact level the gear dropped from the dungeon is. This makes it so the content is always difficult because you can't outgear it, if you already have tome/raid gear you've already gotten as strong as you can in there, you're not getting any stronger.Holminster in early ShB was a bit of a special case, it was a combination of leveling dungeon where people don't completely overgear the minimum ilvl and a whole lot of absolutely terrible Gunbreakers.
I absolutely agree with wanting dungeons that have a bit more teeth (or any teeth at all really) but this is a discussion that has been going on for years at this point. The level cap dungeons aren't just easy at this point, they're completely mindless, and have been even before the introduction of Bloodwhetting.




I would certainly have to heal more often.I feel that the best way to fix it is to do the one thing most people would clutch their pearls at right now...cap the max ilvl for current level 90/expert content dungeons, probably to the exact level the gear dropped from the dungeon is. This makes it so the content is always difficult because you can't outgear it, if you already have tome/raid gear you've already gotten as strong as you can in there, you're not getting any stronger.
I'd also still spend a good 70%+ of my time on Glare Glare Glare Glare Glare Glare Glare.



Ah. I personally find the less predictable, spikey incoming damage to be a bit more fun -- living for that occasional moment of, "the tank will be fine *glare/malefic/broil* OMGWTFBBQ did every mob just crit at the same time!?"They did away with this in Shadowbringers with their way to keep the damage up was by making everything hit about 20-30 percent stronger to offset the fact that the tanks had a permanent tank stance up. That being said, that has only made things more predictable when you see say an auto hit for 15k and you know that auto will always hit for 15k.
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