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  1. #471
    Player
    Freyyy's Avatar
    Join Date
    Mar 2015
    Posts
    1,079
    Character
    Freyja Redgold
    World
    Moogle
    Main Class
    Dark Knight Lv 90
    Actually from the most recent interview :

    "[Speaking about the current very high reliance on tank DPS and stuff]

    Yoshida: We'll be making effort to eliminate that as much as possible. Within the content, there are strong and weak points to each job. For example, in the second area of savage, a paladin main tank should have higher stability than a dark knight. Depending on the player and their skill level, each party will see different results, but we'd like to reduce the difference. We can't just make adjustments to jobs based on whether they are strong or weak in particular content as that would break the jobs, so we'll work to eliminate disadvantages to certain jobs as much as possible in the content. That doesn't mean we won't be making any adjustments to jobs in the future, but we'd like to also hear feedback after playing through the different content in patch 3.1."

    He clearly says that he wants to alleviate the different weaknesses and strengths of each tank for future content. Whether it needs specific job adjustments or not (I strongly believe that PLD needs adjustments on a lot of things and DRK may need some tweaks too in the physical mitigation and raid utility departments). I think they need to see if changing the encounter design is enough or not, and it will obviously not be enough. I agree that it takes too much time, but I believe that PLD, and tank balance issues will be fixed at some point, most likely 3.2 as it has been already stated multiple times since : new raid tier, new encounter design, revamped accessories, revamped materia system, reworked tank damage calculation... Literally everything could change in 3.2.
    (0)

  2. #472
    Player
    eagledorf's Avatar
    Join Date
    Oct 2013
    Posts
    610
    Character
    Jugem Mumei
    World
    Tonberry
    Main Class
    Gladiator Lv 37
    The problem is that Yoshida is either totally misinformed about the situation with the three tanks or he's desperately trying to pull the wool over the eyes of the players so that they don't have to explain why fixes didn't happen months ago. It's not about one tank being disadvantaged in one set of content, it's about there being no clarity of vision in the design of the tanks or any pretense of attempting to balance the tanks from a defensive or offensive PoV.

    It's not just PLD that's broken, DRK is also broken. Even DRK+WAR is broken if we were doing 2.0 content. Nerfing WAR or mindlessly buffing PLD won't really solve the problem either, they need to go do the work that they should have done before releasing 3.0 and make it so the three tanks work together properly.

    I posted this in the JP forums, but here's a quick analysis of the tank situation.

    Debuffs:

    WAR: DMG -10%
    DRK: INT -10% (overwritten by MNK), DMG -10% (depends on parry, can be applied to 1 target only)
    PLD: STR -10%

    Defensive Buffs:

    PLD/DRK: -20% DMG 22% uptime 
    WAR: -20% DMG >30% uptime

    PLD: -40% DMG 5.5% uptime  
    DRK: -30% DMG 5.5% uptime
    WAR: -30% DMG 12.5% uptime

    PLD: Block+60% 8.3% uptime
    DRK: Parry+30% 33% uptime
    WAR: 100% Parry 22% uptime

    Other:

    PLD: Sheltron, Stoneskin, Convalescence+10%, Awareness duration enhanced, Shield
    DRK: Dark Mind
    WAR: Thrill of Battle, Infuriate, Foresight recast reduced, Bloodbath duration enhanced, Wrath-based parry buff

    Interruptions:

    PLD: Stun, Silence, Pacification
    DRK: Stun
    WAR: Stun

    DPS:

    DRK: No Grit MT high, Grit very high, OT average, AoE high
    PLD: SwO MT slightly low, ShO very low, OT somewhat low, AoE extremely low
    WAR: Del MT high, Def average, OT very high, AoE very high

    TP management:

    DRK: Bad as OT, terrible as MT
    PLD: Bad as OT, bad as MT
    WAR: Virtually unlimited as OT, Excellent as MT

    Self-heal:

    PLD: Terrible if interrupted, Excellent if not interrupted
    DRK: Limited
    WAR: Good to Excellent

    Utility:

    PLD: Divine Veil, Protect, Stoneskin, Cover, Clemency
    DRK: Reprisal (requires parrying damage), Delirium (overwritten by MNK)
    WAR: Storm's Path, Storm's Eye, Defiance-buff to Deployment Tactics, Clemency, and Synastry, Mantra

    So we have:

    PLD: The only tank with a complete interruption toolkit (even both the other tanks combined do not make a PLD interruption toolkit). Average against physical damage. Poor against magic damage. Low DPS. Low AoE. Poor TP management. Highly conditional self-healing. Situational utility.

    DRK: Good against magic damage. Poor against physical damage. Conditionally high DPS. Poor to terrible TP management. Poor self-healing. Highly conditional utility.

    WAR: Good against magic damage. Excellent against physical damage. Unconditionally high DPS. Excellent TP management. Good self-healing. Unconditionally excellent utility.

    Incidentally WAR does have one "weakness"; it pairs relatively badly with Scholar due to how Defiance works. Hilarious that it's contrary to the lore.

    Having waited months since the drop of 3.0, if they honestly expect people to wait until 3.2 they sure as hell better start acknowledging the problem and being transparent about their plans for a solution instead of trying to feed us "well, it's about how the jobs work in the content" and trying to pretend there's nothing wrong with the jobs themselves.

    The system is broken because they've kept skills as they were in 2.0 when there were only 2 options for tanks and they've brought in a new tank that doesn't form a complete debuff and interruption toolkit when paired with either other tank and a gimmick (a tremendously strong magic cooldown) that is so situational and contrary to the design of the vast majority of existing healer and tank mitigation skills (Foresight, Eye4Eye, etc.) that content that caters to it clashes badly with other jobs.
    (12)
    Last edited by eagledorf; 11-10-2015 at 06:49 PM.

  3. #473
    Player
    Freyyy's Avatar
    Join Date
    Mar 2015
    Posts
    1,079
    Character
    Freyja Redgold
    World
    Moogle
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by eagledorf View Post
    snip
    I totally agree here (Kudos for the very detailed analysis), I was personally just pointing out the dev's PoV. We unfortunately can't do anything to make them do something more other than continue to scream like that everyday on the forums. Maybe we'll be heard before 3.2, but I woulnd't expect much. I really can just hope that in 3.2, everything will be as correctly fixed as WAR has been in 2.1.
    (0)

  4. #474
    Player
    Cheraa's Avatar
    Join Date
    Aug 2015
    Posts
    182
    Character
    Cheraa Zedd
    World
    Odin
    Main Class
    Paladin Lv 60
    PLD: Average against physical damage. Poor against magic damage. Low DPS. Low AoE DPS.

    WAR: Good against magic damage. Excellent against physical damage. Unconditionally high DPS.
    Wait a second, doesn't SE and Yoshi always try to sell us, that our super low DPS of Paladins comes out of our super tankiness, but reality tells us the Tank with the biggest DPS, delivers the best defence, too?
    Seems like you absolutly messed it up, SquareEnix!

    But hey, HW is ONLY five month old, no time at all to hotfix the current Tank mess you created?!?
    (2)

  5. #475
    Player
    Isius's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    150
    Character
    Astral Pyre
    World
    Gilgamesh
    Main Class
    Dragoon Lv 60
    I am not agruing things may not change in 3.2 with tanks. It's just sometimes what is said in a interview from devs, and what is actually implemented into that game comes out differently. I rather see more changes before 3.2, and the changes could be small. But it would show they are genuinely actively concern about the subject. I really do not want to see 3.0-3.1 tank inbalance to be forgotten, where changes in 3.2 didn't really change anything. Where there is nothing but uproar on the forums again about tank inbalance months later in 3.2. I've waited for 5 months, and still little has not changed so my hopes for 3.2 changes are not high.

    Each tank can have it's own strengths, and weaknessess that is fine, but not on terms of a tank being a tank(mitigation) or dps inbalance to the point it seems more like a flaw design, then one of the tanks strenghts or weaknessess. I really do not want to see FoTM tanks again ever. Why I really highly promote the idea all tanks could be able to MT/OT equally the same. Then have DRK/PLD fighting for the MT spot all the time becoming the new FoTM every raid, while War just always has the OT spot to themselves. Atleast to me this would help out how each tanks will function in groups later down the road. I personally think all 3 tanks need to be readjusted for this to happen to a degree.
    (1)
    Last edited by Isius; 11-10-2015 at 07:32 PM.

  6. #476
    Player
    Seku's Avatar
    Join Date
    May 2015
    Posts
    583
    Character
    Seku Halvone
    World
    Balmung
    Main Class
    Gladiator Lv 90
    Funny thing is that they seem to be making the same mistake as FF 11. Claim nothing is wrong with the job when RDM and NIN are the go to tanks for the strongest things in the game and DPS classes are ok with tanking. I mean..at least they can actually keep hate in this one......some what.

    But maybe the new shield swipe change has made them a bit better. Guess I'll go see. Off to Shield shoryuken my way through things.
    (0)
    Last edited by Seku; 11-10-2015 at 09:51 PM.

  7. #477
    Player
    Kydi's Avatar
    Join Date
    Jun 2014
    Posts
    300
    Character
    Dani Wah
    World
    Odin
    Main Class
    Samurai Lv 70
    Quote Originally Posted by eagledorf View Post
    snip
    This.

    The fundamental issue comes down to the design choices made, both in the classes and the meta (speaking only up to A2S and from progression raiding in other MMOs). The meta requires a minimum threshold (let's say 1) of a variable, let's call it "tankiness". If tankiness is too low, the tank cannot survive the tank buster, thus is not viable. The second variable we have at present for tanks is damage and due to the way the meta is currently structured, damage >> tankiness where tankiness >= 1.

    On Equalising tankiness

    Part of the issue with the current tanking meta is that it drastically favours short, powerful cooldowns over the longer, weaker ones. Equalising the tankiness of all the tanks would, in my opinion, require a shift in the meta to ensure that damage is normalised across a fight, with some spikes, rather than spike damage being the primary source of danger, which inherently favours the short, powerful cooldown, especially if they have a short recast.

    In my opinion, more focus should be placed on tanks needing to roll through cooldowns, gradually mitigating a larger amount of damage the longer they tank and eventually needing to swap with their off tank lest they be flattened (I think A3 normal did this quite well in the final phase, prior to being outgeared, with the stacking blunt resistance down). Assuming that damage is equalised, and tankiness is equalised.

    On Equalising Utility

    The way I would see that tanks could be put on a level playing field is to have all tanks share equal damage and tankiness, but vary a utility, for instance:

    PLD - healer and warding utility with clemency and divine veil;
    WAR - party wide damage reduction utility through storm's path;
    DRK - damage reduction based on blinding boss, so not guaranteed, but when effective better than WAR.

    This would give some interesting combos:

    PLD/WAR - general damage down and offhealing/shielding from PLD;
    PLD/DRK - chance for higher damage reduction but more importance placed on PLD healing when the chance fails;
    DRK/WAR - general damage reduction with a chance of very high damage reduction.

    This would, in my opinion, make tanking a little more interesting and synergise the classes a little better, without having one go to pairing being objectively better.

    On keeping tanks unique

    Notwithstanding party utility, a major concern with normalising tankiness is homogenisation of the classes. In my opinion, the classes would fundamentally share the same basic structure of agro combo, damage combo, debuff combo. However, paladin would still keep it's blocking and healing mechanics, warrior still keep the stacks and dark knight still keep its many off gCD abilities. In my opinion this is sufficient to ensure that even if damage and tankiness are the same, each tank still has a unique flavour.

    Summary

    Tanking is currently in a difficult situation due in part to class design, but predominantly due to the current meta. I personally am of the opinion that if the meta changed (to one of sustained high damage) we would actually see a lot more balance in the tanking classes, forcing use of tank stance for greater periods of time where we see a lot more balance as WAR ~= DRK > PLD but (on physical fights) PLD > WAR ~= DRK in terms of defence.

    It will be very interesting to see what happens with the tanking requirements come 3.2, but in my opinion a buff/nerf to a single class is not the solution.
    (0)
    Last edited by Kydi; 11-10-2015 at 11:20 PM.

  8. #478
    Player
    Isius's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    150
    Character
    Astral Pyre
    World
    Gilgamesh
    Main Class
    Dragoon Lv 60
    Quote Originally Posted by Seku View Post
    Funny thing is that they seem to be making the same mistake as FF 11. Claim nothing is wrong with the job when RDM and NIN are the go to tanks for the strongest things in the game and DPS classes are ok with tanking. I mean..at least they can actually keep hate in this one......some what.

    But maybe the new shield swipe change has made them a bit better. Guess I'll go see. Off to Shield shoryuken my way through things.
    I've tested the new shield swipe changes a little already. Not much has changed. It's a slight dps increase for mt Pld, I still have to use Rage of Halones to maintain aggro if mting while in sword oath without a ninja against higher dps players. I do around +1000dps in sword oath if you are wondering. And with shield swipe being ogcd, but still needing to rely on rng block procs to active it, makes this skill cumberson to use like several other of plds skills, and this buff is meaningless in a all magic encounter. lol

    I wish Shield Swipe was turned into just a "ability" that doesn't need block to proc it, and only had the cd as it's cost to use. But with block rng the max you will ever get out of shield swipe is 2-3 per minute.

    Well these are just my initial test/thoughts, I'll have a much better idea of it when I go into Savage on weds with my static. But atm just a minor pld mt dps/single target mt aggro buff.

    R.I.P. Paladin
    (0)
    Last edited by Isius; 11-10-2015 at 11:28 PM.

  9. #479
    Player
    Shining_Tiger_Excalibur's Avatar
    Join Date
    Sep 2015
    Posts
    127
    Character
    Shining Tiger
    World
    Excalibur
    Main Class
    Paladin Lv 60
    Took Paladin into Void Ark, could tell literally no difference at all minus an extremely minimal DPS gain. Enmity generation for Shield Swipe is still lackluster in content where it's supposedly "such a great change."

    I am better off ignoring the proc in favor of more quickly starting my aggro combo all over again since the combo potency and enmity from Fast Blade to Rage of Halone greatly outweighs that of an ability that's on a 15 second cooldown. This will allow me to drop Shield Oath more soon. The change was unneeded, has made us weaker in content unjustifiably, and is very much ONLY a sidestep to the left and not a step forward.

    I really feel like this was just a placebo given to the community to try and placate us with no real effort whatsoever to even begin effectively changing skills and inherent abilities of Paladin.
    (0)

  10. #480
    Player
    Isius's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    150
    Character
    Astral Pyre
    World
    Gilgamesh
    Main Class
    Dragoon Lv 60
    Quote Originally Posted by Shining_Tiger_Excalibur View Post
    snip
    Yeah I feel like SE is just ignoring the player based that enjoys playing Paladin. I had higher hopes for Shield Swipe changes, and hoped it worked better in practice then it does on paper, but those feelings are slowly going away. Since Pld just really feels like it's in the same spot as 5 months ago.

    But even with these changes prior to 3.1 when we just had the patch notes. The changes didn't really sway me away from playing my warrior for my static in A3S/A4S either over my Pld. I was just happy they gave Pld something, but not everything it needed either.
    (0)

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