Not enough vanity gear
-Remove all glamour restrictions




Not enough vanity gear
-Remove all glamour restrictions
The only thing I would fix is how much a paladin can cure, I would like to be able at least to hold my own if the healer dies and give me a fighting chance to survive and the ability to raise someone in the middle of the fight.
Paladin's lose the ability to raise when they are in battle which is lame.
Basically you lose your healers you are boned, no fighting chance to get back on your feet.
So in other words just tie my hands behind my back and let the monster beat the crap out of me even though we beat it down to 20%
A tank in FFXI felt like a tank, heal yourself, pop invincible raise healer if needed and protect your party members from tons of monsters here we get a tank who is a pansy alone.
Even if you are a good tank here, if your healers die if by some strange luck you win, you are lucky but 90% of the time you are brown bread.
Last edited by HeroSamson; 01-24-2015 at 09:11 PM.
The main reason for why parry sucks because it's RNG. Adding magic parry doesn't change this.
Other factors weighing against parry include:
-Poor scaling
-Equipment with parry will result in lower DPS output than equipment alternatives that have offensive stats instead of parry
-Block takes precedence over parry
There are no tank killer hits (Ravensbeak, Mountain Buster, Death Sentence...etc.) that require parry to live through.
Parry cannot be predicted, so healers & tanks can and should react to upcoming large hits as though the hit won't be parried. (e.g. Popping suitable cooldowns, adding mitigation like Adlo, strong heal afterwards to top off...etc.)
On Parry, I'd rather see it turned into a Counter type stat... As in, you parry an attack and get a free hit in afterwards, perhaps with a Shield Swipe style offensive skill (if not just an extra autoattack could work). That could potentially make it more worthwhile compared to Det/Crit/etc., top it off by giving Sword Oath an increased Parry rate because, well... You parry with your blade, no? Would still be random, but a random damage increase is more appealing to me at least. Scaling would still be an issue perhaps.
Last edited by Nalien; 01-24-2015 at 11:33 PM.


We can talk about the proper way to handle Parry all we want, but my entire idea here was to propose a simple possible solution to something. Setting a toggle on magic attacks to "true" to make them parryable is a simple solution. Changing the scaling of the stat or adding additional effects to a Parry proc aren't quite so simple.



Problem: Want more inventory, new hairstyle, more body customization options, new mounts, new content, more houses, stop DCing, etc.
Solution: Upgrade your freaking servers, SE.


They mentioned they're already doing that. Server upgrades take time, and at this juncture with a truly massive content upgrade on the way in the form of Heavensward, it's easier for them to get the upgrades lined up for that and get them RIGHT than it is to implement them now and have inevitable issues.
That said, my solution:
Blaze Spikes on Ifrit:
It's now a toggled group buff
Mitigation issues.
VIT now contributes to block rates.
And if 3.0 doesn't add a MNK buff that instantly gives 3 stacks of GL as one of their new skills, I'll eat my hat.
Oh, and when it does, people will complain and pine for the old days when they had to work to maintain it. Because players are never happy.



they could just toggle Axe Kick (or Somersault, I forget which one) from PVP-only to PVE. Maybe replace Haymaker with it.
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