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  1. #1
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,456
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by DRKoftheAzure View Post
    Personally, I would buff all non-short damage mitigation cooldowns with double duration, halved recast timers, and up 3 charges. Yes this includes tank invulns, and yes I am aware that the devs would need to balance bosses around potentially 4 tank invunls every 5 minutes or so, but that could easily be balanced around 1 or 2 tank invulns ever 2 minutes.
    But.. why?

    At that point DR is essentially passive, so you could just give tanks a trait that they take 20% or so less damage on top of what exists, and produce the same effect?
    (3)

  2. #2
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,136
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Carighan View Post
    But.. why?

    At that point DR is essentially passive, so you could just give tanks a trait that they take 20% or so less damage on top of what exists, and produce the same effect?
    It's only 100% uptime if the tank is constantly taking heavy damage from JUST auto-attacks... also we already have a trait that is a 20% damage reduction passive that isn't even noticeable most of the time...
    (0)
    Quote Originally Posted by ArianeEwah View Post
    Making things brain dead doesn't solve problems.

  3. #3
    Player
    Reimmi's Avatar
    Join Date
    Mar 2018
    Posts
    1,407
    Character
    Nia Niyah
    World
    Hyperion
    Main Class
    Dancer Lv 100
    I agree with removing damage from gap closers
    it's bad game design
    I think there should be more CC in the game but only if dungeons actually require the use of it
    Make mobs have dangerous casts that need to be stunned/interrupted and stuff
    (0)

  4. #4
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,136
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Reimmi View Post
    I agree with removing damage from gap closers
    it's bad game design
    I think there should be more CC in the game but only if dungeons actually require the use of it
    Make mobs have dangerous casts that need to be stunned/interrupted and stuff
    I agree that should also be more CC on tanks... BUT White Mage just breaks dungeons with its AoE stun so good luck adding more CC to tanks when White Mage has the best CC in the game...

    As for damaging gap closers... Just make them the combo finisher of a ranged target AoE combo... problem solved...
    (0)
    Last edited by DRKoftheAzure; 09-08-2025 at 04:34 PM.
    Quote Originally Posted by ArianeEwah View Post
    Making things brain dead doesn't solve problems.

  5. #5
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,456
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by DRKoftheAzure View Post
    I agree that should also be more CC on tanks... BUT White Mage just breaks dungeons with its AoE stun so good luck adding more CC to tanks when White Mage has the best CC in the game...
    Easily solved since we have CC immunity timers already, conceptually. Stun just needs to be a more aggressive one (either 100% -> 50% -> immune, or even better, split CCs into full and partial, full CCs like Stun go 100% -> immune for 15s while partial ones like root go 100% -> 50% -> 25% -> immune). That way White Mage gets to keep their "big thing" but also we can have meaningful CC on other classes.

    On that note, the game needs a way to see CC immunity/reductions. I would propose:

    * New debuff icon (not buff!), same basic shape/icon as the actual CC.
    * Blue or green background instead of red.
    * Duration is always 15s from last CC expiring.
    * For CC where the reduction increases in intensity, it has 1-3 stacks. For immediately-immune CCs like my stun idea above, it just has a single stack, no number at all.
    * Basically you can never have the red and the blue icon at the same time, and it keeps the location in the debuff row. On the red icon (the actual CC) dropping, it gets replaced with the corresponding blue icon, and if you re-apply the CC, it replaces the blue icon again before on dropping that one comes back with another stack.
    (0)
    Last edited by Carighan; 09-08-2025 at 06:11 PM.

  6. #6
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    595
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Carighan View Post
    Easily solved since we have CC immunity timers already, conceptually. Stun just needs to be a more aggressive one (either 100% -> 50% -> immune, or even better, split CCs into full and partial, full CCs like Stun go 100% -> immune for 15s while partial ones like root go 100% -> 50% -> 25% -> immune). That way White Mage gets to keep their "big thing" but also we can have meaningful CC on other classes.
    Far better just to decouple WHM's stun from it's aoe damage. Give WHMs the choice of when to stun instead of forcing stun immunity just to do dps because that's not fair for anyone involved.
    (1)

  7. #7
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,456
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Alice_Rivers View Post
    Far better just to decouple WHM's stun from it's aoe damage. Give WHMs the choice of when to stun instead of forcing stun immunity just to do dps because that's not fair for anyone involved.
    This would change nothing for the issue at hand. WHM stun would still be superior and hence still be used in dungeons.
    (1)

  8. #8
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,572
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by DRKoftheAzure View Post
    also we already have a trait that is a 20% damage reduction passive that isn't even noticeable most of the time...
    Noticeable against what? Remembering that incoming damage to the tank is going to be scaled based on the fact that the tanks have that 20% passive mitigation, you cannot just compare the damage a tank takes to itself.
    (0)