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  1. #1
    Player
    Yorumi's Avatar
    Join Date
    Sep 2013
    Posts
    390
    Character
    Yorumi Eienyuki
    World
    Ultros
    Main Class
    Red Mage Lv 77
    Quote Originally Posted by karateorangutang View Post
    This is all well and good, but the only real way to do that would be to add tank busters that leave the tank at very low HP.
    Traditionally the way tanks work is they have stats that increase mitigation, and fights arn't so much balanced around occasional big hits but generally incoming dps. Thus a tank's priority is to reduce that incoming dps to a level healers are capable of healing through. That's what's generally be suggested for fending accessories, they should improve a tank's job, mitigation damage.

    That's of course all in the ideal, the game does have significant structural problems when it comes to tanks. Currently even if tanks had gear that could significantly reduce incoming damage it wouldn't make much difference. Incoming dps isn't really a concern for SE in balancing. You would need to both change boss design so that you cannot survive the incoming dps in slaying accessories, and change fending accessories to provide meaningful mitigation in order to compensate.
    (0)

  2. #2
    Player
    karateorangutang's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    779
    Character
    Celest Ru'milan
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Yorumi View Post
    Traditionally the way tanks work is they have stats that increase mitigation, and fights arn't so much balanced around occasional big hits but generally incoming dps. Thus a tank's priority is to reduce that incoming dps to a level healers are capable of healing through. That's what's generally be suggested for fending accessories, they should improve a tank's job, mitigation damage.

    That's of course all in the ideal, the game does have significant structural problems when it comes to tanks. Currently even if tanks had gear that could significantly reduce incoming damage it wouldn't make much difference. Incoming dps isn't really a concern for SE in balancing. You would need to both change boss design so that you cannot survive the incoming dps in slaying accessories, and change fending accessories to provide meaningful mitigation in order to compensate.
    Yeah which would be a complete rework of the games current structure. DPS and healers would be heavily affected too. Imagine if somehow a mob turned, or a tank went down, and incoming damage was that high. The whole raid would wipe in seconds with no chance of recovery. DPS and healers would be getting one-shot with auto-attacks etc.

    I agree that this is the fault of the meta.

    It's a fault that most of us that tank enjoy.
    (0)

  3. #3
    Player
    Dante_V's Avatar
    Join Date
    Nov 2014
    Location
    Gridania
    Posts
    872
    Character
    Dante Venarra
    World
    Jenova
    Main Class
    Dark Knight Lv 100
    i really don't think they are going to revamp the entire damage calculation and stat system to make vit accessories useful. Especially when they would literally only have to put 32 str on the fending accessories to completely remove the use of pentamelds currently in play. What you are proposing is almost like redesigning an entire car because the the front right speaker isn't working right. The resource demand of the fix is greater than any issue provided the problem.
    (1)

  4. #4
    Player
    karateorangutang's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    779
    Character
    Celest Ru'milan
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Dante_V View Post
    i really don't think they are going to revamp the entire damage calculation and stat system to make vit accessories useful. Especially when they would literally only have to put 32 str on the fending accessories to completely remove the use of pentamelds currently in play. What you are proposing is almost like redesigning an entire car because the the front right speaker isn't working right. The resource demand of the fix is greater than any issue provided the problem.
    Yeah I agree, the way fights are scripted with tank busters makes a redesign of the system superfluous too. Even if they were to redesign defense then you would still see tanks pentamelding strength onto accessories. Once you can reliably survive an encounter then the only thing to improve is the amount of time it goes down... which is all based on speed of DPS.
    (1)

  5. #5
    Player
    MeeYow's Avatar
    Join Date
    Jan 2012
    Location
    Windurst
    Posts
    171
    Character
    Mee Yow
    World
    Ragnarok
    Main Class
    Paladin Lv 60
    Bump before this goes off the first page, because it is far more important than many other topics.

    Three observations as to why tanking accessories need change:
    1. It is unfair to expect only one party role to have to spend tens of millions of gil every patch cycle to do proper progression.

    2. The entire right hand side of raid drops are inferior to pentamelds, meaning there are half as many useful rewards from raiding, making the tanking progression experience worse.

    3. This requirement and lack of reward is likely discouraging to players that want to play their class optimally, therefore costing the community tanks, and specifically ones likely to be decent! The last thing the game needs need with tanks in such short supply.
    (0)

  6. #6
    Player
    pouncing's Avatar
    Join Date
    May 2014
    Posts
    61
    Character
    Nom Noms
    World
    Tonberry
    Main Class
    Dark Knight Lv 60
    Honestly the easiest way to fix this to just make it so the a tanks attack power scales from vit. because as it stand right now 1000 STR = 1000 Attack power and since we have equal amounts of STR and VIT on our left side just make it so that 1000VIT = 1000 Attack power boom done now VIT acc's are awsome.

    Then we tackle the problem of now we have a ton of useless STR on our gear. With this i suggest the replace it with parry. this way all tanks have a good amount of parry and all pieces will have crit, det, SS to deal with so an example piece would be this

    57 VIT 57 Parry 37 Crit 15 Det

    this would also solve the problem of tank BiS as we would not have all these useless pieces because now every piece has parry + the other 2 stats.
    (1)

  7. #7
    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 pouncing View Post
    Then we tackle the problem of now we have a ton of useless STR on our gear.
    One could also just reinstate Parry Strength scaling off of Strength. It's baffling that they removed it when they could have just lessened the benefit of each point of Strength on Parrying instead.
    (2)

  8. #8
    Player
    Alahra's Avatar
    Join Date
    Jul 2014
    Location
    Gridania
    Posts
    1,798
    Character
    Alahra Valkhir
    World
    Balmung
    Main Class
    Reaper Lv 100
    The main issue with adding STR to Fending Accessories would probably be that they'd become attractive to DRG/MNK in a fashion similar to the way Slaying accessories are attractive to tanks now. For progression, where VIT checks are sometimes an issue when tackling content at lower-than-intended gear levels, that would give those two classes a significant edge over NIN, which would have to pentameld crafted accessories instead.

    They could achieve something similar, however, by changing the tank damage formulas to factor in both STR and VIT in some ratio that would make Fending accessories essentially equivalent to Slaying ones, except they'd offer higher HP totals. Slaying accessories might still be relevant to a small degree (for avoiding Parry, perhaps) but it would make Fending a much simpler "default" for tanks than it is now.
    (0)

  9. #9
    Player
    pouncing's Avatar
    Join Date
    May 2014
    Posts
    61
    Character
    Nom Noms
    World
    Tonberry
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Donjo View Post
    One could also just reinstate Parry Strength scaling off of Strength. It's baffling that they removed it when they could have just lessened the benefit of each point of Strength on Parrying instead.
    yeah i agree that was just food for thought, the main problem though is that strength directly affects a tanks ability to do damage/generate enmity when it should be vit. there is no reason that 1 role should have to deal with 2 primary stats as opposed to 1.
    (0)

  10. #10
    Player
    fm_fenrir's Avatar
    Join Date
    Jun 2015
    Posts
    255
    Character
    Makasita Fenrir
    World
    Balmung
    Main Class
    Dragoon Lv 60
    Quote Originally Posted by Donjo View Post
    One could also just reinstate Parry Strength scaling off of Strength. It's baffling that they removed it when they could have just lessened the benefit of each point of Strength on Parrying instead.
    Counterpoint: As a DRG, I was getting 30% mitigation for 20 seconds in 2.55 with keen flurry up. If they'd kept the STR affect on parry, raw intuition would have been absolutely absurd by the time you got to 60. Even more worrying, how much mitigation would a DRG get with 950+ STR?

    Also, VIT stacking for DRK is actually, actively making your healer's life worse.
    (0)

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