the only thing these videos achieve to prove is that WAR can out sustain old content that became trash thanks to unsynch. Not that WAR is somehow overpowered in a lv 60 8 man content.Update: think what you will and form your own opinions, but on top of a warrior soloing titan, a warrior has now solod Levi Ex.
https://m.youtube.com/watch?v=es55PSJDyf8
The problem with this is, while it seems ideal, the jobs do not play perfectly the same.That's what people refer to as homogenization and while it would seem like tanks being able to do competitive DPS with each other and mitigate damage/offer utility in equal portions is a fantastic idea, people apparently want to have critical, game-breaking discrepancies in these fundamental areas between the three tanks.
If they were given the exact same damage and enmity output as each other, there would still be a problem due to the complexity of the mechanics involved with each job. One job would be found to be harder than the two, and third in line would sit out in content.
In a simpler example, imagine if Monk and Summoner both had the exact same DPS on average. Monk would played more than Summoner even though they have the same DPS, because Summoner is harder to play. You have to micromanage your pet's abilities as well as your own, manage where the pet is, dodge aoes, cast timers, make sure to keep up dots, etc. Screw up/your pet dies, and you've cost your party dearly in DPS potential.
Going back to the tank problem, if all three tanks were homogenized in terms of their damage, wouldn't one class be picked over another due to one class being easier to play than the other two?
Funny thing is that MNK is currently the absolute highest DPS in the game. So what you're saying is inaccurate. People don't play less powerful jobs because they're somewhat easier to play and harder jobs because they're somewhat more powerful, they play them because they like how they feel. In case of SMN and MNK, they feel completely different and also don't take the same slot as SMN is a caster and MNK is a melee. And tbh, MNK is quite harder at 60 than it was at 50 even if the rotation almost didn't change. Now you have to actually hit buttons even when you don't have anything to target, you have to know when you're gonna lose stacks so you should use Tornado Kick right before, or when you're gonna just lose a bit of uptime but still keep stacks so you can start stacking Chakra and form-shifting to come back on the boss in Coeurl form in order to immediatly refresh your GL3 etc... It's a hell of a lot more complex than it seems and completely different for each fight. You still have GCD actions to press when there is nothing to target for like easily 12-15 seconds during a downtime (Chakra up to 5 stacks then shift form to coeurl) and if the downtime is shorter you have to actually weight the pros and the cons of choosing between getting more Chakra or starting to form-shift for when you're gonna be able to hit again.
Last edited by Freyyy; 10-05-2015 at 07:13 AM.
Think what you will, but a summoner cleared Binding Coil turn 1, but I've yet to see a warrior make it past ADS.Update: think what you will and form your own opinions, but on top of a warrior soloing titan, a warrior has now solod Levi Ex.
https://m.youtube.com/watch?v=es55PSJDyf8
Everyone choose the job they like, i choose war because i love it, it's fun to play, drk is pretty nervous to play, Pld is the not fun to play tank, not because he don't dps a lot, but because he is doing combo, pop CD and we don't use often the conrtole and support PLD have, i think dark is more nervous to play and have the dark art mechanics, and war have the stacks mechanics. i Wish something to the pld to be as fun to play,
PLD is by exemple fun to play in pvp, the stun lock and pacification by swipe have a role here and not often in pve.
This not involve the dps output but the gameplay,for exemple if the pld would have more support a more long rang cover, or something to built like stacks to get this support or something different, it would be more fun, i think.
PLD was my first tank in ARR i enjoyed to play it as my first tank but by trying others tanks, it make me think actualy the PLD is a little boring to play.
When PLD want a upp i understand completely, if pld is the support and best defenser tank it feel incomplete to me
for the DPS : i like ninja, drg, blm, smn
and for heal : sch and whm,
din't try new job exept the dark
Last edited by kensatsu; 10-05-2015 at 09:39 AM.
I raise you a sch soloing a level 50 dungeon...while level 50...pretty old though...
https://www.youtube.com/watch?v=A2czru3WHNI
Really though I don't know what the big deal is about soloing content is.
Last edited by Seku; 10-05-2015 at 01:55 PM.
This is way more impressive than a lvl 60 going back to low content.I raise you a sch soloing a level 50 dungeon...while level 50...pretty old though...
https://www.youtube.com/watch?v=A2czru3WHNI
Really though I don't know what the big deal is about soloing content is.
Dovie’andi se tovya sagain
This is false. What you would see is the three tanks still represented, but the "easier" of the tanks being more popular. That in itself is not a bad thing, as you would open the tank role to varying skill levels while not extremely reducing a group's chances of success due to gameplay.The problem with this is, while it seems ideal, the jobs do not play perfectly the same.
If they were given the exact same damage and enmity output as each other, there would still be a problem due to the complexity of the mechanics involved with each job. One job would be found to be harder than the two, and third in line would sit out in content.
Just like there are people like me who prefer straightforward and simple gameplay, there are people who like complex gameplay with lots of timers and buttons to look after.
* 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)
Giving all 3 tanks the same overall damage and mitigation (through whatever means) would result in all 3 being equally viable for all content as any role. The best way to separate the tanks imo is through utility. That way any tank can clear the fight, but one tank will provide better utility for X fight, while another will provide better utility for Y, etc. The problem right now is that the disparity between tank DPS makes it near impossible for PLD/WAR or PLD/DRK to clear content in the same gear as DRK/WAR or WAR/WAR. So once mitigation and damage are flattened out, what else the tanks bring will be the deciding factor on what tank you'll bring to which fight to be optimal min/max. It may not be perfect, but it will be less of a gap than the current one, and all the tanks will be able to meet the mitigation/damage checks in the same gear.
Last edited by SpookyGhost; 10-06-2015 at 12:16 AM.
WAR is not the issue if people haven't figured that out yet. It is the tank meta coupled with the design flaws of PLD/DrK. WAR is perfectly designed for the meta of FFXIV tanking, while the other two are not.
WAR does not need a nerf, PLD and DrK need reworked skills and a buff.
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