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  1. #141
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Self-sustain is not a mandatory feature of tanking. You have an entire role dedicated to keeping you alive in co-operative content. The main benefit of adding in self-sustain is create exciting gameplay opportunities for tanks to make clutch saves. But it shouldn't replace the need for healers. A lot of the community backlash against the design choices on WAR this expansion aren't just coming from other tanks demanding parity. It's coming from healers as well. Upward balance through buffs is not an option, and I don't think players will support another expansion of this.

    Part of the problem is that for self-sustain to be interesting, it needs to carry an element of risk. Most of the self-sustain approaches that we've seen eliminate risk, because they are either passive effects or they're available on demand to quickly bring you back to max HP. If you want to reintroduce risk, then you need to give players a reason to play chicken with a two digit HP total. That may mean having a heal that's only really effective when you're at lower HP totals. Or perhaps it may mean having a heal that's more effective after a tankbuster or higher damage hit.

    The other issue is that it shouldn't be readily available. The problem with tying healing to defensive cooldowns is that you can afford to hold them in reserve until you need them. Equilibrium is literally just there to add extra HP on demand. Tying healing to offensive, resource-gated actions is a better approach, because you have less control over when they come up. In the event that the job in question has a spam burst window (IR/Del/Req), you just need to make it such that the 'free' hits have no self-healing attached.

    We're coming into a new expansion, and that tends to be a time for stealth nerfs. My recommendation would be to be proactive and find compromises that are more balanced for WAR and reward skilled gameplay. I personally don't mind if there are some discrepancies in self-sustain, but if they exist they should be offset with unique strengths in other areas. That may mean that jobs with weaker self-sustain have unique access to better movement actions including raidwide movement speed buffs. But you can't have it all, so choose wisely.
    (9)

  2. #142
    Player
    Boys's Avatar
    Join Date
    Apr 2023
    Posts
    51
    Character
    Riot Trooper
    World
    Spriggan
    Main Class
    Paladin Lv 90
    Tell that to Frontline. I love mass pvp, but as Paladin there's BARELY any place for me. There's that smell stench in the air of every job being good at certain content. But then I don't think the game nor the people respect one-job-ponies.
    (2)

  3. #143
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,576
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Boys View Post
    Tell that to Frontline. I love mass pvp, but as Paladin there's BARELY any place for me. There's that smell stench in the air of every job being good at certain content. But then I don't think the game nor the people respect one-job-ponies.
    1.) Apples to oranges, you are comparing PvP Paladin to normal Paladin, which are vastly different beasts.

    2.) You provide the longest duration stun and are extremely tanky. You provide suitable annoyance factor on maps with interactable nodes (Onsal Hakair, Seal Rock). Your Limit Break is an absolute game changer against enemy limit breaks being used by reducing a ton of damage. You can cover teammates to help them get out or use it slingshot yourself into safety of another. You don't have the same offensive power as say Warrior, Gunbreaker or Dark Knight, but you are by no right a bad job pick.
    (5)

  4. #144
    Player
    Boys's Avatar
    Join Date
    Apr 2023
    Posts
    51
    Character
    Riot Trooper
    World
    Spriggan
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Reinhardt_Azureheim View Post
    1.) Apples to oranges, you are comparing PvP Paladin to normal Paladin, which are vastly different beasts.

    2.) You provide the longest duration stun and are extremely tanky. You provide suitable annoyance factor on maps with interactable nodes (Onsal Hakair, Seal Rock). Your Limit Break is an absolute game changer against enemy limit breaks being used by reducing a ton of damage. You can cover teammates to help them get out or use it slingshot yourself into safety of another. You don't have the same offensive power as say Warrior, Gunbreaker or Dark Knight, but you are by no right a bad job pick.
    Your opinion, but as THE-one-job-pony I advice taking into account cooldowns, party memeber limit and that's comparing to meta too. And playing it a bit you'll understand fast that you might be annyoing from time to time to be noticed and told about on forums, but it's so rarely you really lucky to make an effect on the match practically speaking. With Battle High effectivness droped with barely any damage to boost in the first place (it doesn't boost defense), I rather trade all damage for reduced cooldowns and play as actually cool meme support which can risk dying saving people or taking attention of entire alliances without care of Battle High. As of now, you're either bored or gets into A LOT of troubles trying to do anything esspecially in second half of matches with everyone having fun with Battle High.
    (0)

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