You don't fix one class fucking another. And that's what happened. If it keeps like that, we will start hearing: " please nerf pld" in a few more weeks.
But then when is a class at an acceptable level? When any shmuck can pick up the job and do great with little to no effort?
This is where things get subjective. Your sig tells me you're on one end of the spectrum. I happen to be somewhere between the middle and the other end of the spectrum, because (to me) designing a role in a way more people are willing to do it is not a bad thing. Not to mention a bigger tank and healer pool is never a bad thing, either.
The more people willing to take up the mantle of tank or healer, the better. I say that as a prot warrior that saw grandpas and elderly aunts main tank dungeons and raids. Having more people able to take the role made me lots of things; unhappy was not one of them.
Please elaborate. If you mean the WAR nerf, only the misinformed were wanting to see WAR nerfed. Some even made claims wanting to remove WAR tanking so that PLD would then be forced on everyone. That's not what a good number of us wanted. I personally wanted PLD buffed to about WAR's level, because I understand that in an IP with more than 20 possible job classes, you can't make one or two classes the only tanks in the damn game.
Last edited by Duelle; 05-31-2012 at 10:20 AM.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
Both Patriarch and Duelle has no MAR at 50. Do i really want to hear their opinion about the balance about both class? no.
It's really turning into an annoyance when people acts like they know everything despite not trying it out themselves, it's as bad as people that complains before patch landed. Go test both class and if you thinks one is far way better than another then come and whine here but don't come here ignoring everyone else's efforts that has done multiple runs and tests with both classes.
Tell me, how can a job that can take on at least 10 or more high level mobs (I'm talking about Natalan here) without much effort be "balanced"?Please elaborate. If you mean the WAR nerf, only the idiots who can't see beyond their noses were wanting to see WAR nerfed. Some even made claims wanting to remove WAR tanking so that PLD would then be forced on everyone. That's not what a good number of us wanted. I personally wanted PLD buffed to about WAR's level, because I understand that in an IP with more than 20 possible job classes, you can't make one or two classes the only tanks in the damn game.
The Steel Cyclone nerf was completely justified because it was completely broken.Please elaborate. If you mean the WAR nerf, only the idiots who can't see beyond their noses were wanting to see WAR nerfed. Some even made claims wanting to remove WAR tanking so that PLD would then be forced on everyone. That's not what a good number of us wanted. I personally wanted PLD buffed to about WAR's level, because I understand that in an IP with more than 20 possible job classes, you can't make one or two classes the only tanks in the damn game.
No job should be able to roll up to a party spot, take everything, kill it all with a full HP bar after.
It still tanks, it still DPS's whle tanking, it just now requires somewhat a little bit of skill to play it since the nerf.
It also gives the option of being either a DPS or Tank, not a tank with DPS like damage.
Complicated issue involving level correction (which has a slew of other problems). This is on top of tank design on WAR having an easier time against it between ease of AoE tanking and abilities available to them. PLD on the other hand is stuck with a reactionary ability whenever Flash is on cooldown, and everything else being single-target. I know exactly what the devs went for with this, but also know they failed to realize that when you have groups of mobs involved in anything, combined with speed runs and so on, the guy that holds hate and does more damage is gonna win.
This is why whenever you have tanks, parity is VERY important because otherwise you get exactly what has been happening, in people using one and ignoring the other (this is actually true for any role, because DPS and healers can also suffer from this problem). Tanks can have styles and flavors, but hate and DPS has to be about even or within a reasonable range...well, that is provided you want an actual roster of tanks in-game rather than niche gameplay where one is useful for one thing and the other is useful elsewhere.
Note: I'll retract the affectionate adjective I used on the nerf-callers, admittedly because it was aimed at the latter group I mentioned (the guys that wanted WAR tanking nerfed to notable inferiority and/or outright removal of WAR tanking).
Last edited by Duelle; 05-31-2012 at 10:19 AM.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
No, Warrior's tanking capabilities definitely needed a nerf. Warrior was like rolling your face on the keyboard and when you look up the monsters are dead. Now warrior can DD better and they can do a dry steel cyclone for cheaper cost in exchange for losing the over-powered damage. That is unless you think needing skill to tank against DDs that are going all out is unacceptable.This is where things get subjective. Your sig tells me you're on one end of the spectrum. I happen to be somewhere between the middle and the other end of the spectrum, because (to me) designing a role in a way more people are willing to do it is not a bad thing. Not to mention a bigger tank and healer pool is never a bad thing, either.
The more people willing to take up the mantle of tank or healer, the better. I say that as a prot warrior that saw grandpas and elderly aunts main tank dungeons and raids. Having more people able to take the role made me lots of things; unhappy was not one of them.
Please elaborate. If you mean the WAR nerf, only the misinformed were wanting to see WAR nerfed. Some even made claims wanting to remove WAR tanking so that PLD would then be forced on everyone. That's not what a good number of us wanted. I personally wanted PLD buffed to about WAR's level, because I understand that in an IP with more than 20 possible job classes, you can't make one or two classes the only tanks in the damn game.
It's all in ur head.Greetings!
First off let me state that I already know there's a myriad of problems with PLD. I know there are lots of threads about the problems still plaguing PLD so I won't go into any of that.
All I want to know is how/when does SE plan address PLD's issues? A dev. response with actual time frame would be nice considering both 2.0 & PS3 beta are right around the corner and the gap between PLD & WAR is still very vast.
Thanks!
I gave PLD a second chance after the initial disappointment after the patch and here's how it went:
Tanking over all is better but I don't want PLD to be another tank, I want it to be the go-to tank and its not quite there yet.
My issues:
1- Block rate is still laughable, unlike warrior's parry rate which happens often thanks to "nerfed" Rampage, it seems like my PLD only realizes that he has a shield when I use an ability.
2- Outmaneuver is utterly and completely useless on its own, the block rate increase is unnoticeable, the MP recovery is such a small number and using it without Divine Veil is pointless. Outmaneuver needs to be fixed
3- Cover's main use currently is just to restore MP, and to do that you NEED to have the AF body on, since without it, Cover is an incase-shit/last ditch very situational ability to save someone if you lose hate.
------------------------------- Fixes I'd like to see----------------------------
1- Increase block rate and or make it possible to block magic attacks.
2- Change Outmaneuver then turn it into a stance. this can solve the first issue too since it would address the low block rate, and help with MP recovery.
3- Add the MP recovery effect to Cover and just make the AF increase the amount or increase its range.
About Cover: this ability would kick so much ass if we had alliances (2 parties +) and grand battles where you need 2 tanks rotating hate, you'll be able to cover each other to preserve and regenerate MP, but in our current system its usability is severely limited.
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