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  1. #1
    Player
    Rbstr's Avatar
    Join Date
    Aug 2013
    Posts
    512
    Character
    Robin Ster
    World
    Sargatanas
    Main Class
    Marauder Lv 70
    A large part, I think, is that "Turtle meta" can't exist in the current game because there's hardly anything you can do with gear to take less damage. The only mitigation stat, parry, is junk.
    We get to adjust HP and that's really it. You're certainly not "throwing caution to the wind".
    You could make a tank buster require a tank to have fending accessories for survival but the nature of gear means that threshold will, over time with increasing ilevel, require fewer fending accs. Once you can survive strength is clearly more useful than more HP.
    DPS checks also tend to be the hard parts to get down while doing mechanics, so that incentivizes strength stacking more.

    I like hitting hard and I like tanking and I've ran as much strength as I could since I leveled war. But, fundamentally I think that's unfair, since tanks don't get to need on strength accs. and they're also the only class where the expensive crafted accs are seen as the "best" way to go.

    Ultimately I agree that tanks should offer more "tanky" meta that gives actual DPS/Mitigation trade-offs. But they can't simply have it be that you need to carry different gear for different situations, especially when they can't roll "need" on half of it.
    Plus any change really needs to retain the ability of tanks to do as much damage as they do now (proportionately to DPS classes) especially in solo and easy content. They're already lower population classes and it's anti-fun to make them do less damage.
    (2)
    Last edited by Rbstr; 10-23-2015 at 03:53 AM.

  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 Rbstr View Post
    A large part, I think, is that "Turtle meta" can't exist in the current game because there's hardly anything you can do with gear to take less damage.
    The intent with that term was to imply that your 2 tanks both have to be in tank stance for the majority (65% or more) of the fight. Otherwise, the dmg is too much. They also would have to make proper use of CDs. So, lots of tank busters that can take 75% of a tank's HP (without CDs), requiring good use of CDs to handle. A tank buster every 60 seconds or so, with moderate dmg every 10 seconds. The 20% dmg red/25% hp boost would basically required to handle this properly, because CDs alone wouldn't be enough. Then, any decent tank would probably also carry fending right side for this fight as well. Kind of how the good BRDs would carry 1 or 2 more pieces of accuracy gear, just for specific fights -- but would tend to only use that gear on those fights. In other words, if you don't want your healer to kill you because you made his/her life difficult during these kind of fights, even the World First guilds would have their tanks use tank stance a lot, have 3-4 Fending right side pieces equipped, and use CDs well.

    Of course, eventually, folks would outgear the encounters (say 6 months down the line); but so what? We're talking about designing fights for a certain ilvl, not about designing fights for future proofing.

    Quote Originally Posted by Rbstr View Post
    But they can't simply have it be that you need to carry different gear for different situations, especially when they can't roll "need" on half of it.
    Why not? I'm not talking about requiring you to NEED vit gear in dungeons or normal raids or even in Normal/Hard Trials (possibly not even in any new Extreme Trials) to tank those. (Note that we don't currently NEED str gear in those instances either; it just happens that many experienced tanks outgear those encounters in their str gear anyway.) I'm talking about designing certain "Savage Raid" fights such that carrying 2 extra pieces of Fending gear would be very useful. (This would mean that, on those specific fights, good tanks would have 3-4 Fending right side pieces equipped.) It's not as if most tanks don't do their current end game gear progressions like so:
    1. Get ilvl160 tank gear as much as possible.
    2. Buy as much ilvl170 tank gear as you can, while working on step 1.
    3. Upgrade ilvl170 gear to ilvl180, while also starting to run Alex Normal.
    4. Replace any ilvl180 gear with ilvl190 gear and/or ilvl200 gear. This is where tanks tend to grab 2-4 Slaying right side pieces.
    5.a. Make sure you have as much ilvl200 gear as possible, while also keeping any ilvl190 BiS gear.
    5.b. (Optional) Work on Alexander Savage with your static group.

    If we simply adjust a bit so that we take into account the new Voidark gear (coming in 3.1) and any 3.2 gear, then it's a slight adjustment for the potential "new meta".


    In summary, 1-2 fights that really test both tank's ability to be TANKY could easily be designed with this kind of concept in mind.
    (0)
    Last edited by Ralvenom; 10-23-2015 at 05:21 AM.