
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.
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?
. 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?
Nah. If that were going to happen we'd have seen it in AS2 or AS3. You'd have to stack a lot of parry to see the % increase and even doing it all the way the amount you get back is a stupid low amount. Probably SE's way of trying to keep PLD's shield relevant.

I'm not sure if you understand how professional software development works. Yeah, some of these things would be nice to fit into the same "patch" or into the base game with an expansion, but they often get thrown by the wayside due to the sheer amount of content that MUST be released. There's no way to take time tweaking the current meta for 1 or 2 fights, when you're facing a hard deadline. Rather, you tweak it for ALL the fights.
Yes...what I mentioned would require changing how much parry % you get for each point of parry. Of course, if 1 str=0.X% of parry, then the devs wouldn't have to tweak it as much. (It would require some tweaking, nonetheless.)You'd have to stack a lot of parry to see the % increase and even doing it all the way the amount you get back is a stupid low amount.
Has nothing to do with development as SE purposely killed off Parry and shield block by stripping away STR and DEX from it, as you suggested they put back in with different calculations. If parry or Shield tanking were going to be a thing it would have shown up in AS2 as multiple mobs as consistent auto attacks is where the proct rate would actually shine some what. The only way parry tanking is going to come to the front in this game is if they...I'm not sure if you understand how professional software development works. Yeah, some of these things would be nice to fit into the same "patch" or into the base game with an expansion, but they often get thrown by the wayside due to the sheer amount of content that MUST be released. There's no way to take time tweaking the current meta for 1 or 2 fights, when you're facing a hard deadline. Rather, you tweak it for ALL the fights.
Yes...what I mentioned would require changing how much parry % you get for each point of parry. Of course, if 1 str=0.X% of parry, then the devs wouldn't have to tweak it as much. (It would require some tweaking, nonetheless.)
A. Make more tank abilities that go around it (like RI) which we won't be seeing until 4.0 unless SE gets a wild hair and redesigns the tanking jobs as they did WAR.
Or
B. They redesign a lot of fundamentals to the game. Mainly healer's ability to heal and the amount of damage tanks take, which if they did the 2nd we still wouldn't see a increase to parry or shield block for a while as this would probably be SE's attempt to force tanks to use their tanking stance first and if it was too much I see them lowering the damage back down before raising the rate of parry / block.
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