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  1. #11
    Player
    Launched's Avatar
    Join Date
    Aug 2013
    Posts
    628
    Character
    Rys Sol
    World
    Omega
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Shurrikhan View Post
    Mate, "Warrior players" (not necessarily mains or veterans, but "Warrior players" nonetheless) have been the largest community driver for the removal or homogenization of most things to step out of line among tanks:
    A lot of what you said is exaggerated, false, or was a result of the devs making changes that no one asked for.
    • Holmgang wasn't changed because Hallowed "stepped out of line", it was because 2.0 WAR had basically no mitigation skills and was useless in Coil compared to PLD. It got its own unique mitigations in 2.1- IB on the GCD, Vengeance with a lower % and lower cooldown than Sentinel, Holmgang with a target requirement, 6s duration, root and no true invuln.
    • I don't think Cover ever worked with Hallowed, but it does work with other mitigation skills.
    • All jobs got new DPS skills going into HW. WAR getting Deliverance to have dps versions of Inner Beast and Steel Cyclone was a reasonable addition, your point about PLD not having a slight DPS lead just comes down to how the devs decided to balance the jobs. It's not even homogenisation, stances on PLD/DRK and WAR were pretty different (which led to lots of complaints because PLD/DRK were on the GCD).
    • The pacification on Berserk was removed in 4.0, at the same time Shake it Off was added, so SiO was useless from the start. I think the only thing you could use it on was Exdeath's Doom, and you weren't always going to get that. A self-Esuna isn't a viable skill, so the devs chose to change it to a shield.
    • People were pretty happy with Raw Intuition/Nascent Flash after NF got changed to be usable on yourself. I doubt many people, if any, asked for it to be changed to flat healing.

    Quote Originally Posted by Alice_Rivers View Post
    So, if everything else I've suggested is so unacceptable to you, how do we balance normal content around WAR levels of self sustain? Assuming even that we boost all the other tanks to the same level.
    Leave sustain how it is, increase damage done/frequency by trash and bosses in dungeons. WAR will require healing between Bloodwhettings, and healers will have a reason to cast more than 3 oGCDs per trash pack/1 oGCD every time a boss does a raidwide.
    There's already a few trash packs in DT that do a bit more damage, like the horses after the first boss of Strayborough. They can autoattack and do a named attack at the same time for a big chunk of damage, add more of that.
    I wouldn't really care if Bloodwhetting went back to being a % of damage dealt, but I do think it needs to keep the healing on multiple targets. WAR has had that since Bloodbath in ARR.
    (4)
    Last edited by Launched; 08-18-2024 at 10:29 AM.