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  1. #1
    Player
    Seku's Avatar
    Join Date
    May 2015
    Posts
    583
    Character
    Seku Halvone
    World
    Balmung
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Ralvenom View Post
    . 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.
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  2. #2
    Player
    Ralvenom's Avatar
    Join Date
    Jul 2015
    Location
    Limsa Lominsa
    Posts
    199
    Character
    Ralvenom Mahlfusant
    World
    Exodus
    Main Class
    Warrior Lv 60
    Quote Originally Posted by Seku View Post
    Nah. If that were going to happen we'd have seen it in AS2 or AS3.
    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.

    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.
    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.)
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  3. #3
    Player
    Seku's Avatar
    Join Date
    May 2015
    Posts
    583
    Character
    Seku Halvone
    World
    Balmung
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Ralvenom View Post
    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.)
    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...

    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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