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  1. #211
    Player
    Mukuku's Avatar
    Join Date
    Apr 2026
    Posts
    41
    Character
    Mukuku Muku
    World
    Spriggan
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Sazuzaki View Post
    It definitely matters to me that tanks have a strong identity and vary in playstyle, even if that comes with its drawbacks.
    We did have more of that. There is a reason the devs moved away from that.

    Said that, maybe they will find a way to make it work properly this time. Let's see what they are cooking.
    (2)

  2. #212
    Player
    Mukuku's Avatar
    Join Date
    Apr 2026
    Posts
    41
    Character
    Mukuku Muku
    World
    Spriggan
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Carighan View Post
    That's a fair take, and I apologize. Universally applied that's a solid idea. I kinda like that conceptually too, I will however say that from... ouff, by now nearly 30 years of playing MMORPGs (:scream, I more think it won't work, at least not... not truly.
    There is no need to apologize. I also fully understand it's a very difficult concept to pull off if "unique" jobs are also a requirement.

    I actually believe it's a "cursed problem" in game design, meaning a problem which puts different fundamental game promises in conflict with each other. Such problems cannot be really "solved" cleanly, they can be only compromised around.
    (0)

  3. #213
    Player
    Sazuzaki's Avatar
    Join Date
    Sep 2021
    Location
    Ul'Dah
    Posts
    217
    Character
    Sazu Velgr
    World
    Jenova
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Mukuku View Post
    We did have more of that. There is a reason the devs moved away from that.

    Said that, maybe they will find a way to make it work properly this time. Let's see what they are cooking.
    My point with the first statement is that many players, me included, have issues with how they moved away from that. Ironically, there's now an imbalance between balance and diversity for a lot of players. There's a reason they are changing it also.

    But for sure. I hope they can execute their ideas better.
    (2)
    Last edited by Sazuzaki; 05-14-2026 at 01:25 AM.

  4. #214
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,503
    Character
    Alondite Ragnell
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 100
    I think people are taking this too seriously. If PLD gets to keep Cover, Clemency and Passage I doubt the other tanks are losing anything that they normally have to main tank.
    I think their additions just aren't going to focus on main tanking.
    (4)

  5. #215
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,849
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Terrible idea that hasn't really worked any of the other times they've tried because players continually find ways to defy developer expectations/intentions. The only way I could possibly see it working at all is going back to stances with explicit lockouts for counter-attack MT/party support OT abilities. But the way they laid it out seems like a borderline incomprehensible decision. Like, what's the point? Is there even a single good reason?
    (0)

  6. #216
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,713
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by whiskeybravo View Post
    Like, what's the point? Is there even a single good reason?
    The aim is to give the tanks some sort of identity apart from each other. One of the biggest complaints about tanks in recent years is the fact they play too identically, so, by forcing a specific playstyle, in the case of MTs countering, you can then design the rest of the kit around that. Bear in mind, we do know next to nothing about the kit of an OT.

    Really, only time will tell if what they envision will work or not, but they will have hopefully learnt some lessons from past mistakes and avoid them here.
    (3)

  7. #217
    Player
    Azurarok's Avatar
    Join Date
    Feb 2022
    Posts
    1,500
    Character
    Medim Azurarok
    World
    Siren
    Main Class
    Machinist Lv 100
    I'd guess one of the bigger differences between MT and OT would be their boss positioning/kiting ability. PLD excels in it from the sheer amount of ranged GCDs the job's got, I'd imagine the new Tank has similar. A long GCD could also be used to a similar effect.

    Also maybe one of the two long defensive cooldowns PLD has may be exclusive to the job while OT gets an extra group mit or dps button
    (0)

  8. #218
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,875
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Azurarok View Post
    Also maybe one of the two long defensive cooldowns PLD has may be exclusive to the job while OT gets an extra group mit or dps button
    This is what I actually think will happen, yes. MTs have one more personal defensive button, OTs have one more "other" or "group" defensive button. And... that'd be it. At least as far as systemic differences would go.
    (1)

  9. #219
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,849
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Mikey_R View Post
    The aim is to give the tanks some sort of identity apart from each other. One of the biggest complaints about tanks in recent years is the fact they play too identically, so, by forcing a specific playstyle, in the case of MTs countering, you can then design the rest of the kit around that.
    This is.. not a good reason. Mainly being that, outside of having similar defensive cooldown structure the tanks don't actually play identically at all. Nevermind that at least half of that defensive homogenization is due encounter design itself (TBs/raidwide patterns). Pretty delusional justification imo. OK, MT get's counter-attack, what changes for OT? Absolutely nothing except losing the flexibility to efficiently partake in either function.

    Quote Originally Posted by Azurarok View Post
    I'd guess one of the bigger differences between MT and OT would be their boss positioning/kiting ability. PLD excels in it from the sheer amount of ranged GCDs the job's got, I'd imagine the new Tank has similar. A long GCD could also be used to a similar effect.
    So MT is going to be responsible for positioning both Red Hot and Deep Blue? Yea, Holy Spirit has 5y range over Tomahawk. So what you mean by "excel" is that it can maintain it's rotation at range - which is arguably unnecessary for a MT whose got the boss stuck to them the whole fight. That's a pretty transient advantage to build a new paradigm around.

    Quote Originally Posted by Carighan View Post
    This is what I actually think will happen, yes. MTs have one more personal defensive button, OTs have one more "other" or "group" defensive button. And... that'd be it. At least as far as systemic differences would go.
    /slowclap
    (1)

  10. #220
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,875
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by whiskeybravo View Post
    This is.. not a good reason. Mainly being that, outside of having similar defensive cooldown structure the tanks don't actually play identically at all.
    I'm sorry, but you can even have equivalent hotbar setups on all 4 tank classes.They all use the same basic structure, too. They all share:

    - The same DR setup with tiny themeing per class. It's all a 40% CD, Rampart, a short-CD and an "extra" CD (this is the one part that actually differs in a meaningful way). The only true outlier here is DRK, and that was only done because SQEX was too afraid to dare buff TBN, so they gave us Oblation instead. And DRK still has the same overall structure, and WAR and PLD share the same number of buttons.
    - A 60s cycle that includes a selfbuff and some sort of combo you run down. Uniquely, DRK's 60s cycle includes some extra stuff every second time.
    - Their filler has an extension. The specifics differ, but this just means that mentally, you got the 1-2-3 that "feeds" pressing your 4 button, basically.
    - Exactly one extra CD to utilize on top of that, usually a 30s CD but DRK has it on 60s due to their 60s cycle mechanism.

    They're so similar. They're virtually identical in fact, probably on purpose because it makes balancing them so much easier. More unique identity is in fact desperately needed, even healers are more unique it's just never utilized much for them because of the lack of overall healing focus. My other comment was that I expect them to keep the differences - sadly - absolutely marginal.
    (0)

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