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  1. #1
    Player
    Sapphidia's Avatar
    Join Date
    Aug 2013
    Posts
    405
    Character
    Sapphidia Wulfhaven
    World
    Balmung
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Kuwagami View Post
    I just hate it because I can't rely on it. If it was a useful defensive stat, I would take it. Sadly, it's not.
    It's not so much that it isnt reliable (with 15-20% chance to parry you'll see a significant amount in any normal length fight), it's just that the tanking meta doesnt give a monkeys about your average mitigation. Parry doesnt "save you" in the way a tanking cooldown does, or flat armor/defense - it just reduces the overall healing requirement in an encounter when using optimal efficient heals and minimising overhealing.

    In a game like WoW in the early days of raiding for instance, bosses just pummelled tanks constantly needing a consistant stream of healing into them, and didn't really have huge tankbusters. As a result, tanks wanted to stack mitigation, avoidance, blocking, anything which reduced the overall healing requirement on them. The "failure state" of a lot of these early raids was healers running out of mana, so a stuff like random block/parry chances generally would help. The tanking meta kind of alternated in different expansions between overall mitigation with healer mana being the issue (where tanks stacked avoidance/block/mitigation), or healers having near infinite mana but tanks being able to be killed in 3 seconds if they took 2-3 hits without a heal (where tanks just stacked pure Stamina).

    In FFXIV though, this meta doesnt exist. healers don't run out of mana unless they have to heavily AOE heal or res people. Tanks can tank for long periods of time in DPS stance without needing too much babysitting. There's such low threat on a tank in the main bulk of any encounter that mitigation is ONLY needed during certain predictable tank busters.

    An encounter like Alex 2 Savage might be the exception, but even there when you have a tank tanking a huge aoe pack the mechanics of the fight allow a gobwalker to stun them so tanks take no damage anyway.

    Parry will never be a decent stat until the tank meta changes to one where tanks need a constant stream of healing to not die, and as much mitigation as possible is needed to prevent healers going out of MP.
    (10)
    Last edited by Sapphidia; 09-16-2015 at 11:09 PM.

  2. #2
    Player
    Viviza's Avatar
    Join Date
    Dec 2013
    Posts
    270
    Character
    Viviza Viza
    World
    Ultros
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Donjo View Post
    Nothing can save Parry as long as it remains a Defensive Stat. That's just the way this community is now.
    Yep, this. Look at vitality. Vitality does have value that is 100% reliable -- it makes you harder to kill. When your healers are distracted for a moment, or a cooldown was used at the wrong time, or you get clipped by something, having enough health to not die can prevent a wipe entirely. The common retort "well just play perfectly" doesn't hold much weight compared to actual gameplay where mistakes are made, and people die to hits they would have survived with another hundred health.

    But tanks will not stack it.

    Justified? Maybe. Raid DPS checks are very high right now. You need good tank DPS to reasonably clear them. Dying to enrage five minutes later is still dead. But I think there's also a persistent mentality that a tank only needs as much health as the hardest hit, and caution beyond that be damned, which doesn't strike me as very tanky.
    (1)

  3. #3
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    Parry should be DPS Modifier for Autoattack.
    (1)

  4. #4
    Player
    Xaenith's Avatar
    Join Date
    Jul 2015
    Location
    Ul'Dah
    Posts
    54
    Character
    Xaenyth Godslaer
    World
    Brynhildr
    Main Class
    Dark Knight Lv 55
    Well they definitely need to do *something* with it...

    When a stat is so ineffective that it isn't even worth considering then something is clearly wrong with it. I doubt the original intention was for it to be completely useless. Trash stats are pretty common in games though so I dunno, maybe it's a huge joke for the developers.
    (1)

  5. #5
    Player Kosmos992k's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    4,349
    Character
    Kosmos Meishou
    World
    Behemoth
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Xaenith View Post
    Well they definitely need to do *something* with it...

    When a stat is so ineffective that it isn't even worth considering then something is clearly wrong with it. I doubt the original intention was for it to be completely useless. Trash stats are pretty common in games though so I dunno, maybe it's a huge joke for the developers.
    Indeed, except this 'trash' stat is dripping from my gear. It should do something useful, right now it's literally a waste of space.
    (0)

  6. #6
    Player
    Giantbane's Avatar
    Join Date
    Aug 2013
    Posts
    1,534
    Character
    Adol Giantbane
    World
    Ultros
    Main Class
    Dark Knight Lv 60
    I'm ok with keeping it a defensive stat, I just wish it also:

    Increased block (slightly) on PLD to compensate for the fact that blocked attacks can't be parried.
    Increased parry strength (so it works like crit)
    and was replaced by a new stat (Resilience? or whatever) that increases both parry and resistance to all magic (so it's not useless in all magic fights)
    (2)

  7. #7
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Giantbane View Post
    was replaced by a new stat (Resilience? or whatever) that increases both parry and resistance to all magic (so it's not useless in all magic fights)
    I like this one.
    (0)
    * 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)

  8. #8
    Player
    RiisWolf's Avatar
    Join Date
    Jun 2015
    Posts
    280
    Character
    Triptolemus Zaels
    World
    Balmung
    Main Class
    Warrior Lv 80
    Or you know. .. .display what the actual rate vs same level is.
    Have it parry more than 10% of all hits. Significantly more than 30% if it wards off only 20% of the damage. Why is it so damn low in everyway!?

    Or the BIG one:
    Reduce all of the damage like a parry is supposed to do. How is it a parry when you still get hit by 80% of the hit? The answer: You're a klutz and you're doing it wrong, and you still got stabbed.
    (0)

  9. #9
    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 RiisWolf View Post
    Reduce all of the damage like a parry is supposed to do. How is it a parry when you still get hit by 80% of the hit? The answer: You're a klutz and you're doing it wrong, and you still got stabbed.
    Well, but at least you got stabbed in the lung instead of the heart! Silver linings, right?
    (0)

  10. #10
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    Parry as it is now: RNG mitigation that is wholly unreliable on tank busters (outside of RI on WAR) and completely useless at smoothing auto attack damage as that can be healed with simple HoTs and Fairy heals (also, y'know, unreliable). Crit is also checked before Parry, which means the only spike damage you can regularly take can't even be parried.

    It just doesn't work as a defensive stat in this game. It either needs to be a flat damage reduction increase (like Defense/Magic Defense) or it needs to provide some sort of damage reflect for it to be a relevant stat in the current meta.
    (4)

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