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  1. #41
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,220
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Espon View Post
    I wouldn't be opposed to their removal, or at the very least making it they don't work on any attack that does more damage than your max HP.
    Which is just every tank buster ever created for higher difficulties. Probably better to just remove them at that point so at least they're not on your hotbar, taunting you, lol.
    (3)
    Last edited by Absurdity; 03-03-2024 at 02:14 PM.

  2. #42
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    I think that it's nice that the invulns are all designed with the intention of making them unique, but having such massive differences in recast is a serious balance issue. There's a three minute difference between the shortest and the longest recast. That's unacceptable.

    The solution to the issue raised by this thread is to simply increase the mitigation requirements for tanks such that you're forced to ration out your defensive kit. That means more frequent tankbusters (and cleaves). I think the reason why we tend not to see this is because tankbusters are usually a break for everyone else where nothing else happens, but they certainly could incorporate a tankbuster directly into every major mechanic if they wanted to.
    (4)

  3. #43
    Player
    Nicola_Kunu's Avatar
    Join Date
    Jan 2023
    Location
    Should have been Ul'dah or Limsa
    Posts
    59
    Character
    Nicola Kunu
    World
    Phoenix
    Main Class
    Paladin Lv 100
    Quote Originally Posted by LilimoLimomo View Post
    With respect, this is the kind of thing a movie villain would say.
    Thank you!

    Quote Originally Posted by Lyth View Post
    The solution to the issue raised by this thread is to simply increase the mitigation requirements for tanks such that you're forced to ration out your defensive kit. That means more frequent tankbusters (and cleaves). I think the reason why we tend not to see this is because tankbusters are usually a break for everyone else where nothing else happens, but they certainly could incorporate a tankbuster directly into every major mechanic if they wanted to.
    Delta Attack in Deltascape v4.0 has a tankbuster at the same time as other mechanics which was fun.


    I will never deny the emotional thrill of using a clutch invuln to help save or clear a fight. I've had a fair few myself.
    Whilst Holmgang is indeed laughably overpowered, invulns are still readily abundant in most content imo.

    What if the ability to invuln was a *shared* resource between the two tanks? So then if one tank dies, the remaining tank can still get through a tankbuster using the shared invuln resource if they are unlucky enough to be subject to one immediately, and it prevents groups from cheesing mechanics with invulns?
    This also still keeps the invuln for regular content (dungeons, in the field, etc.).
    (1)

  4. #44
    Player
    Arohk's Avatar
    Join Date
    Jul 2019
    Posts
    1,332
    Character
    Lucretia Ryusagi
    World
    Twintania
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Nicola_Kunu View Post
    I will never deny the emotional thrill of using a clutch invuln to help save or clear a fight. I've had a fair few myself.
    Yes, invuls are exactly for these situations, when one tank is dead for example and a shared tankbuster is comming, they provide you with enough time to rezz and recover the tank. But there are a few tankbusters here and there where your Invul doesn't work (P8 Savage gives you a dot that ticks for 200k if you invul it)
    (0)

  5. #45
    Player
    dspguy's Avatar
    Join Date
    Aug 2013
    Posts
    1,667
    Character
    Jain Farstrider
    World
    Leviathan
    Main Class
    Marauder Lv 100
    I think they can leave invulns alone... make some of these raids 1 tank only. And let the party figure out how to handle it. Back in the ARR days, there were plenty of raid instances where you could run 1 tank, 5 DPS back when the content was current and not trivialized with echo. Tanks had to plan out mitigation more. Healers would have to drop a heavy shield on you if you couldn't stack the proper mitigation yourself. It required communication.

    While raids are difficult in the current iteration, they are also formulaic.
    (0)

  6. #46
    Player
    GoatOfWar's Avatar
    Join Date
    Jul 2022
    Posts
    976
    Character
    Pepper Oni
    World
    Twintania
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Lyth View Post
    I think that it's nice that the invulns are all designed with the intention of making them unique, but having such massive differences in recast is a serious balance issue. There's a three minute difference between the shortest and the longest recast. That's unacceptable.

    The solution to the issue raised by this thread is to simply increase the mitigation requirements for tanks such that you're forced to ration out your defensive kit. That means more frequent tankbusters (and cleaves). I think the reason why we tend not to see this is because tankbusters are usually a break for everyone else where nothing else happens, but they certainly could incorporate a tankbuster directly into every major mechanic if they wanted to.
    The cooldown is the only thing that matters on invulns.
    I think they should just remove them all except maybe 1 for flavor and then give that one a 10+ minute cooldown.
    (2)

  7. #47
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,369
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    Another thing I feel like they could do is nerf tank invulns, by increasing their cooldowns, but then buff 2 min mits by giving them bonus mit, and effects in the first few seconds like what they did with their spammable mits.
    (1)

  8. #48
    Player
    rawker's Avatar
    Join Date
    Dec 2014
    Posts
    1,197
    Character
    Rawker Stone
    World
    Excalibur
    Main Class
    Paladin Lv 90
    Quote Originally Posted by mallleable View Post
    Another thing I feel like they could do is nerf tank invulns, by increasing their cooldowns, but then buff 2 min mits by giving them bonus mit, and effects in the first few seconds like what they did with their spammable mits.
    DRK does not have it on their spammable mit.
    (0)

  9. #49
    Player
    Anienai's Avatar
    Join Date
    Sep 2013
    Location
    Camp Bluefrog
    Posts
    1,608
    Character
    Anienai Talenca
    World
    Zalera
    Main Class
    Marauder Lv 100
    Quote Originally Posted by Nicola_Kunu View Post
    You can absolutely self-impose it, and I did self-impose it in Deltascape V4.0.

    However, it still made me think it might be too much of a crutch. I want players to have to struggle more for their achievements. No more Lazy Lasers on P12S P1. Swap roles into positions for the beams like God intended.
    Your avatar looks awesome!
    (0)
    The price of solving everything is everything.
    Quote Originally Posted by Illmaeran View Post
    Roe, no question. Why be a kitten when you can be a goddess?

  10. #50
    Player
    NYCLouisGamer's Avatar
    Join Date
    Apr 2021
    Posts
    72
    Character
    Nyclouisgamer Alto
    World
    Golem
    Main Class
    Astrologian Lv 57
    Quote Originally Posted by rawker View Post
    But you can self-impose it to not use invulns when you tank.. Why must everyone else be dragged along?

    In fact, you can simply remove it on your hotbar.
    The moment a tank takes your advice, you will be running to the forums! "I was healing last night, and the tank absolutely REFUSED to use mitigation! L2P!"
    (0)

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