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  1. #11
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    1,999
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Absurdity View Post
    Auto attacks, just like DoTs and HoTs, are based on server ticks so unless we get a massive overhaul to how the game fundamentally works this is never going to happen.



    The problem is that even as a safety net it would still be pretty much a dead stat. In easy content like expert dungeons, normal and alliance raids it wouldn't matter because tanks themselves are already the safety net, you can easily survive getting hit by multiple mechanics while you figure out how they actually work.

    In content where even tanks might want an extra a safety net however most mechanics you're supposed to dodge simply deal so much damage that no amount of extra mitigation from tenacity would make a difference. But even the mechanics that don't oneshot you in savage can be survived by tanks quite easily already, you just eat a damage down and when you get those your problem is now once again not survivability but damage output.
    Tanks should take more damage from failing mechs then they do in normal content currently (I think tanks should be punished more anyway for messing up), Theirs a reason why In SHB tanks like DRK/WAR were still useful because tanks weren't all built defensively the same, PLD/GNB was meta for damage, while the other tanks brought more survivability which used to actually be important before tanks became all absurdly over defensive.

    A higher "damage" realistically only matters if 1. You can't beat the DPS check 2. Speed kills, other then that damage doesn't actually matter unironically, It's just the mindset of people who weigh damage too high outside of those situations (not to say you shouldn't contribute as much dps as you can but it isn't the be all end all, I'm not going to be annoyed if the dungeon duty takes 20 seconds longer because someone didn't do as much damage as possible).

    Extra defensive value would actually be valuable if the fights were designed around tanks actually taking a decent amount of damage, as it would be easier to manage your cooldowns and make it so you can kitchen synch less which in turn would actually benefit healer design because they'd have to take more care of tanks that are using a full crit/offensive set instead of just mashing glare and throwing out a AOE heal, surviving more failed mechs ect. Not saying it would translate well right now but that's because every tank is too overtuned defensively anyway.
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    Last edited by Rithy255; 10-30-2023 at 04:48 AM.