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  1. #11
    Player
    SwordCoheir's Avatar
    Join Date
    Dec 2011
    Posts
    866
    Character
    Sword Coheir
    World
    Hyperion
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Duelle View Post
    As I said, then aim to make classes a little more versatile. Also, consider this. If you grab WAR and give it two stances, one that scales offensively and one that sacles defensively, this means that once the fight starts the WAR is stuck with whatever they chose to equip. If the WAR in tank gear tries to go offensive, he's not going to be anywhere near what he'd be in DPS gear. And because (thankfully) gear cannot be swapped mid-combat, it wouldn't cause a problem. A guy in tank gear trying to DPS doesn't generate good numbers. Just like a guy in DPS gear trying to tank is very unlikely to survive. It balances out and we get to keep our options, so it's a win-win.
    The only problem with that is the base damage of the weapon has the biggest influence on the possible damage a player can do. Being WAR has the strongest and PLD has the weakest weapons there isn't any competition with the enmity that can be produced. I could go out and auto attack a mob with my blade for 100-200, and my WAR in the same equipment could land anywhere between 300-600 damage, that averages to three times the Enmity gained over PLD in a single attack round. Sure PLD's combo bonus can produce four times the enmity vs WAR's skull sunder combo, but followed up by a increased critical chance Steel Cyclone that can massively heal (with rampage), stun, and deal often 1k+ damage, even PLD's combo is often still choking on the dust of WAR's Enmity generation. Hell even the damage produced just by steel cyclone often destroys the amount of Enmity produced by Flash, upstanding our only AoE job ability we can use reliably for crowd control.

    Problems are only compounded where offensive/defensive gear/materia does not really conflict with one another (at least not enough to make a major difference in DPS), and VIT becoming one of WAR's damage bonus stats makes it even more offensive and defensive in the end while PLD just receives defensive benefits.

    Speaking of defense, there really isn't any difference between the two jobs save a minor +12 defense due to an extra Trait GLA gets. This isn't really beneficial when PLD's tactic is supposed to be a turtle tank over WAR, and things are only compounded worse when it comes to Shields because...

    -Partial Parries often reduce the damage taken below 20% of what the attack would have originally done, while blocks only reduce a small portion of damage off the top. (IE: 3k damage move is parried down to ~600dmg, while a block only reduces it to 2800.)
    -Parries occur about as often as Shield Blocks.
    -Wearing a shield causes PLD to lose the ability to parry.
    -PLD is FORCED to wear a shield in order to utilize half it's abilities.

    So essentially PLD is FORCED to take more damage over time than WAR to function properly.

    If that doesn't constitute to peoples Idea of "BROKEN" I'd really hate to see what they think is broken.

    Sorry Duelle, kinda went into rant mode. None of it's directed at you but I did want to build off what you said in the discussion.
    (2)
    Last edited by SwordCoheir; 04-23-2012 at 06:27 AM.

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