something fun.
also something that actually makes parry useful.
something fun.
also something that actually makes parry useful.
Yes, but it's actually fine. People dislike parry because RNG. It's not the fact that it's RNG. It's the fact that parry means jackshit once you get into Savage. Why? Because tank busters and magic damage.
Rarely does parry actually matter, because autoattacks in Savage aren't a major tank concern. WoW typically had it such that autoattacks were a tank concern, which added value to parry AND vit. But the current FF14 meta is such that tank busters are really the ONLY thing tanks worry about. This devalues both parry and vit. Also, part of the problem is that parry is a separate stat of its own on gear. In other words, instead of strength generating parry, SE just put parry on gear. Parry would be much more valuable right now if 1str=0.3% parry (numbers are just examples).
Last edited by Ralvenom; 10-15-2015 at 12:24 AM.
I've got to echo a lot of the sentiments here. I want a raid that tests my ability to take huge amounts of incoming damage. Dealing damage is fine, but the fact that tanks were clearing A1-4 wearing mostly strength gear with minimal care for their overall tankiness makes me very sad.
I know a lot of tanks adore the current meta, so I doubt we'll see much change, but I want encounters that hugely test our ability to stay alive to the absolute peak, rather than just arbitrary cooldown pops at scripted points and shoving the responsibility onto the healers.
Or at least the kind of encounters where tanks have some kind of choice between either pure dps to make the encounter easier from a speed/phase skipping perspective, or easier via being super tanky and alleviating raid stress that way. I despise the current tank meta where we're expected to drop so much of our tankiness to minmax dps, because the tankiness isnt required. I actually want to feel like a tank again.
I would like some randomness added to these fights with visual cues to telegraph what is about to happen.
It really doesn't need to be that complex. Bosses should just have a set of 3 or 4 abilities it can choose to use at set intervals and it just mixes up the order each time.
These guides that have timetables down to the second of which abilities occur in the fight need to stop being a thing.
Even at a higher %, Parry is still RNG. With larger autos you'd just end up with over healing, less healer DPS, and a lot of spiking. If Parry were a flat % damage reduction then it'd work out and you'd also see visible gains from stacking that stat (or just having a lot of it). It works in WoW because WoW's fights are massively different and so are their tanks/healers - we don't have nearly as much active mitigation for damage to be smoothed over when parries/dodges/blocks don't proc. There'd need to be a massive overhaul for Parry as it is now to be useful outside of just the fights themselves.
Actually...if they do it right, it won't work out as such. Back in the days before Active Mitigation in WoW, it worked thusly: 30% Parry meant you reduced 30% of all attacks (except tank busters) by a percentage. The difference was, str gave parry. So, tanks felt a difference, even if they weren't stacking parry (which none of them were).
Right now, despite what people think, parry isn't actually useless. It's just that the AS encounters are mostly magic damage. There's very little physical damage, and boss/add autoattacks are hardly a consideration. If the encounters were changed in the next Savage raid (adding more physical damage and making autoattacks noticeable), then parry would become useful. As it is now, why bother with a stat that won't block boss abilities?
I'll never understand the logic of all damage but TBs "not mattering" to tanks, or this random consensus that AAs are "weak" in savage. Have these people been in A3S? AAs crit in there for 11K.
TBs are a joke. They're a big, flashing, noisy, tank-mechanic-bullseye screaming "MITIGATE ME" and are just generally the easiest and most predictable mechanic to tackle in any given fight. The damage in between is almost always the cause of deaths.
I want a raid that feels massive, dangerous, and epic in scale like Coil.
Alex right now feels so claustrophobic and bland. The environment, boss design, and encounter design is just boring.
I also want the Au Ra girl and Goblins to just die instantly at the start of the second tier so we can have a storyline that isn't full of cringe-worthy scar touching and cartoon slidewhistle sound effects.
There are serious problems with the implementation of Normal mode too, as it kills the adventure, pride, and mystery of successfully clearing the content to progress through the raid and story. Normal mode allows people to experience the next 3+ months worth of content and story in a single day due to its insanely easy difficulty. Couple it with monotonous and soul-breaking token grinding and you will have another accelerated burnout with the content if it continues forward in 3.2 like it did with this raiding tier.
Last edited by Suhr; 10-15-2015 at 12:15 PM.
Bosses that don't have heavy dps checks but have tank busters and heavy damage that require tanks to wear vit accessories and maintain a precise cooldown rotation with tank swaps to survive, enough damage to force healers to focus solely on healing with spending even one global on a dps spell means someone will die or it's mp that they can't afford to spend, and thus putting all the pressure on the dps to meet the dps check or force the healers to run out of mp and wipe the group.
So I guess a more traditional raid boss encounter is the best way to put it!
Last edited by Khalithar; 10-15-2015 at 12:59 PM.
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