Shhhh not too loud! You could make them stop loving doing that.
Shhhh not too loud! You could make them stop loving doing that.
What’s the mediatour apm for drk? It loses bw, 1200mp, 2 plunges and the things it gains are gcds so have no impact right? So that should be 40.5 down to 37.1ish.
Warrior gains the ogcd thing in inner release so should be up 36 -> 37?
Ah here another reason! Too feel 0.1 amp over WAR!!!!!
Remember how we talked about Warrior cannibalising Dark knight's job identity every other expansion?
Warrior is gaining 2 ogcd's every minute, Dark knight is losing Plunge, (2apm) and blood weapon (1apm) But we're also taking a big hit to our mana economy.
Drk will cast bloodspillers and a new gcd more often, delaying your 123 mana gain. And of course, our bw stacks regen less mana.
Aren't you excited?
Dark knight players can't have nice things because War needs to do everything better.
Congratulations War mains, another Drk player has quit.
Last edited by GoatOfWar; 06-19-2024 at 09:40 PM.
Nah, it's because the devs looked at the 3 previous patches and saw that DRK was played significantly more than the other 3 tanks in Abyssos Savage and both ultimates, so the other 3 tanks got buffs. In the patches the ultimates released in, DRK had more than clears than PLD+WAR combined. Is that OK when it's your favourite tank at the top?What I think ended up happening actually is that they based the 6.4 balancing on the numbers from TOP, in which there's a commonly used exploit involving DRK where you kill yourself to be revived by the healer lb3spam for mp refills.
The devs likely do not factor these sort of things in and only quickly look at numbers, as thats the easiest least effort thing to do, which would also explain why GNB got damage buffs.
I think Abyssos did a lot to make everything that people complain about on WAR not as strong (random stack/spread tankbusters, dots, vulns etc), and if the devs had kept those design choices for Anabaseios there wouldn't be as many complaints about WAR. Instead, they just simplified tank mechanics again.
Last edited by Launched; 06-19-2024 at 10:19 PM.
People complain about War because it's the best solution to every tank problem, and you guys (yes, YOU included) cry any time another tank finds a niche.Nah, it's because the devs looked at the 3 previous patches and saw that DRK was played significantly more than the other 3 tanks in Abyssos Savage and both ultimates, so the other 3 tanks got buffs. In the patches the ultimates released in, DRK had more than clears than PLD+WAR combined. Is that OK when it's your favourite tank at the top?
I think Abyssos did a lot to make everything that people complain about on WAR not as strong (random stack/spread tankbusters, dots, vulns etc), and if the devs had kept those design choices for Anabaseios there wouldn't be as many complaints about WAR. Instead, they just simplified tank mechanics again.
War players, yourself included, just have an inherent need for your job to do everything better than the other tanks.
And when you are on top, you nonchalantly just tell people to play what they want to play. When there isn't any reason to anymore.
You guys are the primary driving force of the homogenisation in the role. If another tank can do something cool or good, you NEED it too. And then everyone else gets the new thing by proxy.
None of you care about the job identities of other jobs, you'll gladly cannibalise it. But you will yell '' muh job identity'' when another tank gets to do something Warrior can, or someone even suggests it.
Last edited by GoatOfWar; 06-19-2024 at 11:01 PM.
Making a job just too overpowered not to bring because it's not popular by gameplay experience or aesthetic is some amateur nonsense as far as game designing goes. And a pretty good example why the devs need to fucking stop staring blindly at play rates and assuming niches are inherently an issue.
Last edited by ThorneDynasty; 06-19-2024 at 11:30 PM.
But they didnt do anything that actually helped WAR in that situation, they buffed fell cleave.Nah, it's because the devs looked at the 3 previous patches and saw that DRK was played significantly more than the other 3 tanks in Abyssos Savage and both ultimates, so the other 3 tanks got buffs. In the patches the ultimates released in, DRK had more than clears than PLD+WAR combined. Is that OK when it's your favourite tank at the top?
I think Abyssos did a lot to make everything that people complain about on WAR not as strong (random stack/spread tankbusters, dots, vulns etc), and if the devs had kept those design choices for Anabaseios there wouldn't be as many complaints about WAR. Instead, they just simplified tank mechanics again.
One of the main issues i find with WAR, is that Holmgang is by far the strongest invuln out of all 4 tanks. to the point that it barely has a major downside from having a whopping 4 min CD the downside of holmgang is completely circumvented by WAR's own sustain and the powerful OGCD tools from healers and any negative effects it had (used to bind the WAR in place, used to only be 8s rather than 10s) have been more or less completely nullified as of late.
holmgang being a 4 mins cooldown allows the WAR to get extra uses of their invuln compared to the other 3 tanks overall. take DSR for example, a 16-20 min fight (in a scenario of a 3-3-2 towers and cauterize invulns):
PLD, DRK, and GNB only gets invuln uses in the p3 busters, and the cauterize at the end of p6.
Warrior? they get 3 extra; thordans triple cleaves right at the start of p2, thordan's triple cleaves in between of wrath of the heavens and death of the heavens, and the final set of towers before enrage in Dragon king thordan.
take a shorter fight for example, p8s p2. in a scenario for all other tanks for the 4 busters it comes down to, invuln one tank > stack tanks + CD's > invuln with second tank > all tank cooldowns + stack following auto.
with a WAR? war holmgang and takes autos after solo + other tank CD's > both tanks CD and stack > other tank's invuln and take autos solo + WAR CD's > holmgang and take last auto solo + other tank sink remaining cooldowns.
one of the main ways i would suggest to rebalance holmgang is simply; slightly increase its cooldown to be level with Living dead at 5 mins. in fact, i would overall bring down the variance of tank invuln cooldowns from 4-7 mins to about 5-6 mins generally.
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