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  1. #1
    Player
    Saccharin's Avatar
    Join Date
    Aug 2013
    Posts
    1,128
    Character
    Blue Kitty
    World
    Moogle
    Main Class
    Conjurer Lv 84
    Quote Originally Posted by Donjo View Post
    Problem: Parry sucks.
    Solution: You can now Parry magic..

    Problem: Vitality is the main stat for Tanks but many Tanks are deliberately avoiding it.
    Solution: Vitality determines Physical Damage for Tanks instead of Strength.
    I'll deal with these two since they are related. Tanks main stats are physical because most damage done on a tank is physical. There will be some odd attacks that are magic to make a boss 'interesting'. Any big magic attack is meant to be taken full or a cooldown to be used.

    The problem I have with parry is that it's identical, from what I see, to block. We can't increase block rate apart from our shield. Parry is basically a weak block from what I can see. What I suggest is making parry an avoidance stat rather than a mitigation stat. Mitigation stats reduce the damage, like (current) parry and block. An avoidance stat means the player takes no damage for the attack, it misses, or if you like avoids it.

    No, vitality increases health. Simple. No a big deal really. You gear for as much health so that a boss doesn't one shot you, and your healers have enough time to get you back up to full. Sadly this is the go to stat with tanks, not just in FF14 but lot's of MMOs. Better to survive more hits than make the healers life easy, yeah. IMO wrong.

    Well if tanks don't go for vitality they should go for parry, after all taking damage is their thing and taking less is good right... A tanks job is not to deal damage it is to hold hate. With proper gear they can do that just fine so if you make vitality provide attack stats then what does strength so... the same? That's silly.

    Quote Originally Posted by Donjo View Post
    Problem: Grade IV Materia are too expensive.
    Solution: Increase chance of converting all gear into Grade IV materia.
    It's expensive because it's intended to be rare. SE redid the drop rates for G4 from lower ilevel gear because it was to easy to get. I'm casually doing my Novus scroll and have not done G4 yet while I save up gil and just do my G3 for now.

    Quote Originally Posted by Donjo View Post
    Problem: Monks lose Greased Lightning due to deliberate boss untargetability.
    Solution: If no vulnerable targets are on the field, freeze the Greased Lightning timer.
    I'll agree with you, the GL idea is broken. Not after launch they increased the duration of GL but still with a game that's basically dodge it's so easy to lose stacks. Yes, the way to counter that is to increase base damage but it's a sticky plaster. Maybe 3.x will redo monks; I hope so. We need a rework not a game mechanics change for one class buff.

    Quote Originally Posted by Donjo View Post
    Problem: Skill/Spell Speed increases resource consumption.
    Solution: Reduce length of resource restoration tick based on current Skill/Spell Speed.
    I think the speed stat is broken. We have god awfully long global cooldowns at a 2.5 base and it makes combat slow. For most classes it's not too bad but it is noticed when for example you're a tank and you have to do an action but if you've just hit one off it's a agonising 2.5 sec wait and by the time it comes off of global it's too late; it's similar for healing. The global is also a problem for casts. If you're almost finished a cast and you get interrupted just before then it's another 2.5 secs. Five seconds to cast a spell. Crap. Now BLM for example moving often can really hurt. They received a subsequent buff but it makes a class 'unfun' if you spend a quarter of your time casting and the rest moving.

    The current conversion rate is just poor considering how little it changes but I believe that's because the global is so large. Even a two second global is much better and would mean a noticeable difference with little spell speed. TP regen would have to be adjusted but it shouldn't change rates relatively.

    I believe for TP that doing your normal combo it should be close to TP neutral. Only special attacks or cooldowns should use large amounts of TP and then you would go empty. If you have no TP then you can only do a normal combo. There's a good example of this already. As a gladiator you have a stun on a small cooldown and you can stun when it comes off cooldown 'till your hearts content but... if you do you'll go out of TP very fast
    (0)

  2. #2
    Player
    Donjo's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    980
    Character
    A'lyhhia Tahz
    World
    Lamia
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Saccharin View Post
    Well if tanks don't go for vitality they should go for parry, after all taking damage is their thing and taking less is good right... A tanks job is not to deal damage it is to hold hate. With proper gear they can do that just fine so if you make vitality provide attack stats then what does strength so... the same? That's silly.
    I meant that Vitality augments Tank Damage instead of Strength, so Strength would do nothing for a Tank but provide Block/Parry reduction tiers while still being the primary damage stat of Monks and Dragoons. There is precedent of this being possible in Dexterity providing general Ranged Damage but Ninja Melee damage too. This would place Tanks on equal footing with all other Jobs in the sense that their highest effectiveness can only be obtained by maxing their Main Stat. They would also be dealing as much damage as SE expects them to, but that opinion assumes that the rampant use of Strength Accessories in the highest level content is not something they planned for.
    (0)

  3. #3
    Player
    Ashkendor's Avatar
    Join Date
    Mar 2014
    Posts
    4,659
    Character
    Ashkendor Zahirr
    World
    Balmung
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Saccharin View Post
    Well if tanks don't go for vitality they should go for parry, after all taking damage is their thing and taking less is good right... A tanks job is not to deal damage it is to hold hate. With proper gear they can do that just fine so if you make vitality provide attack stats then what does strength so... the same? That's silly.
    I'd agree with you if the scaling on parry wasn't somewhere between crap and utter crap.

    Not to mention that whole not being able to parry magic attacks thing.
    (0)

  4. #4
    Player Zaft's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    703
    Character
    Leo Strut
    World
    Excalibur
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by Saccharin View Post
    Well if tanks don't go for vitality they should go for parry, after all taking damage is their thing and taking less is good right... A tanks job is not to deal damage it is to hold hate.
    Not really. Any HP that isn't required to survive that fight is a wasted resource. Tanks should ideally be looking to get rid of as much VIT and Parry as possible in order to increase their DPS contribution to the raid. In most cases, using Sword Oath or not using Vengeance is a good choice as well. Any and all damage increase, whether it be from the DPS, the tanks or the healers, is the biggest contribution you can bring to your raid. The higher the raid DPS, the shorter the fight, and the shorter the fight, the less chance of somebody screwing up or my cat showing up to block my screen.
    (2)