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  1. #1
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    538
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Launched View Post
    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'm glad someone is willing to engage with one of my suggestions, what say you to taking that a step further by throwing around more interrupts and esuna effects for good measure?
    (0)

  2. #2
    Player
    Launched's Avatar
    Join Date
    Aug 2013
    Posts
    627
    Character
    Rys Sol
    World
    Omega
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Alice_Rivers View Post
    I'm glad someone is willing to engage with one of my suggestions, what say you to taking that a step further by throwing around more interrupts and esuna effects for good measure?
    Sure, might as well give us a reason to use those skills more than a couple of times per expansion.

    Quote Originally Posted by Shurrikhan View Post
    The lack of mitigation, or more importantly any sustain that scales with incoming damage, explains the addition of sustain that scales with incoming damage. Holmgang didn't do so even after its change. They were just as free, however, to have damage taken increase its self healing instead of copying over %DR if not for the devs following (perhaps coincidentally) the minimalist requests to just make WAR more like PLD directly.
    I'm not exactly sure what you mean. 2.0 WAR's issue was that it couldn't survive hits that PLD could without Stoneskin/Adloquium from healers. Increasing WAR's self healing wouldn't change that. They could have chosen to make WAR's skills increase max HP like Defiance and Thrill did, but I assume the devs chose % mitigation because it's easier for them to balance.

    Quote Originally Posted by Shurrikhan View Post
    That's not relevant to WAR's copying PLD's double-stance, though. Note that DRK did not get one, instead simply toggling their defensive/enmity stance off, just as Warrior had done before. Deliverance itself, as compared to just amping Warrior's base damage and toggling Defiance on and off while allowing Wrath to be generated regardless, came from (A) seeking job action trailer flare and (B) some Warriors making a big deal out of the second (first acquired, but the one in excess of what WAR had) stance rather than just job action access.
    I'm not going to pretend like I remember what people were asking for 10 years ago, I assume people wanted a use for Wrath outside of Defiance and didn't want to have less skills when not in tank stance. I don't think swapping between Defiance and Deliverance is functionally any different to turning Defiance on or off, and the jobs weren't any more similar because of it. I don't think this is a valid case of homogenisation at all. DRK getting Grit with % mitigation is more homogenisation than that.

    Quote Originally Posted by Shurrikhan View Post
    I didn't say otherwise. My point was that with 4.0 you had many who wanted to see either a passive damage stagger DR that could be purged or a return to the burst and break utility previously held. Others would be satisfied with no less than a Divine Veil equivalent. We got the latter.
    Like you said, people had different ideas for what Shake it Off could be. The devs chose to make it a party shield, but WAR players aren't at fault for complaining about a useless skill. Slightly related, the devs are also to blame for Berserk/Inner Release becoming a Requiescat clone. There are so many things they could have done (including let people get used to 4.1 WAR with no gauge loss), but I doubt a single person asked for it to give 5 Fell Cleaves in a row. I know I saw people complain that old IR made WAR do 6 Fell Cleaves every 120s.

    Quote Originally Posted by Shurrikhan View Post
    And then you require that much more from everyone else as well, now meaning that taking a WAR is a (further) rDPS gain if we should ever develop more challenging content with frequent opportunity for multi-target attacks.
    Making all tanks require more healing doesn't mean forcing healers to spam Cure II on them, it just encourages healers to use more of their kit than just using a couple of Tetras and Benison. Balancing groups of enemies in harder content is a different topic anyway, I wouldn't assume it would just be the same as aoeing in a dungeon when there's things like A2S's vuln stacks and buff goblins as examples to stop you having a WAR tank and heal through everything.
    (1)

  3. #3
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,865
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Launched View Post
    2.0 WAR's issue was that it couldn't survive hits that PLD could without Stoneskin/Adloquium from healers.
    It could. I tanked T1-5 before patch 2.1 (released 112 days after the first tier of Coils). Even Death Sentence did not require a prior Stoneskin or Adloquiem to survive if holding Wrath stacks, and our healing from damage dealt (300% off Inner Beast at the time, or up to ~1415 relative potency) bypassed Infirmity, just as Lustrate did at the time (by healing for %HP).

    They could have chosen to make WAR's skills increase max HP like Defiance and Thrill did...
    Or literally any other approach that would let the Warrior's sustain scale to a roughly similar degree with incoming damage instead of solely with the Warrior's own stats.

    I don't think swapping between Defiance and Deliverance is functionally any different to turning Defiance on or off, and the jobs weren't any more similar because of it.
    I never said they were, only that Sword Oath was, as CK put it, a matter of "stepping out of line" (to the same degree Bloodwhetting does), since it offered a clear output advantage for single-target after a certain degree of gearing. That was then turned into WAR being advantaged at all gear levels, from all positions, for all fights. What "stepped out of line" (again, I'd just borrowed CK's term here) was just subsumed into "WAR does the same, but better".

    but WAR players aren't at fault for complaining about a useless skill.
    Fully agreed. For most of us, it was an unfortunate Monkey's Paw response. But it is, again, an example of "Now WAR gets it, too, but better." A solid opportunity to do something uniquely WAR-like... was turned into another case of scavenging others' actions with a small advantage placed atop it. And with each case it did that and ended up the best tank accordingly, others then said "Well why do they get X" and the contagion spread, leading to the homogeneity we have now. WAR was the most frequent Ground Zero for that shit.

    As someone who's loved WAR thematically only to see it shorted with "here, take capacity (in place of gameplay -- or, just more oonga bunga as your gameplay)", that's what has annoyed me, and annoys me still when any request for deeper gameplay is met by "But I like <my ease of capacity>!"

    Making all tanks require more healing doesn't mean forcing healers to spam Cure II on them, it just encourages healers to use more of their kit than just using a couple of Tetras and Benison.
    Until badly overgeared, they already do that for all but WAR though. Assuming we ever get more of the treatment used to fix EW final boss fight, etc., that does it make it likely that adding enough damage for one to use their whole kit on Warrior would mean needing to use GCDs on everyone else, because the difference really is big enough.
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    Last edited by Shurrikhan; 08-19-2024 at 08:52 AM.