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Thread: 3.1 PLD Changes

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  1. #1
    Player Brian_'s Avatar
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    Graylle Celestia
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    Tonberry
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    Warrior Lv 70
    Great, more regurgitated talking points that people spew out without understanding.

    No, you don't understand. Yes, WAR is in a really strong state right now. Yes, they have a lot of great tools for OTing. But, an equally large if not more important reason for why they are brought to raids is because raid designs do not incentivize bringing DRK / PLD at all and heavily incentivize DRK / WAR comps.

    If raids were designed in such a way that you absolutely had to have 2 non-targeted immunities, then WAR would disappear from raiding. They would not be a viable option.

    Obviously, they will never design something so extremely broken. What I am trying to say is could they design a fight where a PLD / DRK comp could perform just as well as a WAR / DRK comp? Or, at the least, have unique benefits? Yes, they could.

    It's irrelevant content now, but earlier in HW when Ravana EX still had some difficulty for a lot of groups, if a group was just constantly failing final liberation, I would switch tank comp to PLD / DRK to LD / HG both preys and simplify the mechanics down to brain-dead levels. Could you still clear with WAR? Yea. After a certain point, they could also just eat the prey even with vulnerability. But, was it easier with PLD / DRK? Yes.

    That is the power of raid design. Class balance in any MMO has always been some ratio of encounter design and class design. It's not dissimilar from faction or hero balance in a RTS or MOBA where a large part of the balance is based on map design. All SE has said is that they're going to prioritize balancing through encounter design as opposed to balancing through class design.
    (0)
    Last edited by Brian_; 11-09-2015 at 02:33 PM.

  2. #2
    Player
    Cynric's Avatar
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    Cynric Caliburn
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    Viper Lv 100
    Quote Originally Posted by Brian_ View Post
    snip
    They can balance anything to be like anything. No one is assuming they "can't". But that's not the way they've been designing content, nor does it seem to be the way they want to design the content.


    If for example Hallowed ground prevented the need to sacrifice three players like you suggested, allowing for the usage of Lb3 for damage. Who do you think raiders will take?

    Players will always take the best/ easiest/ path of least resistance for content.

    Somewhere someone is going to get shafted unless all tanks perform equally well MT or OT. They don't, and unless things are changed through utility, dps, and mitigation, they won't.

    Alexander doesn't make bringing Pld / DRK comp a good idea because you'd be less optimal to not bring a Warrior to anything with two tank slots. You already said it yourself, they have the tools. Drk and Pld have tools locked behind being an MT. One of those tools Warrior gets to use whenever they want. If DRK or PLD weren't slated as 100% having to MT, and warrior actually had to compete for a slot with them, there wouldn't be an issue.
    (1)

  3. #3
    Player Brian_'s Avatar
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    Graylle Celestia
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    Quote Originally Posted by Cynric View Post
    They can balance anything to be like anything. No one is assuming they "can't". But that's not the way they've been designing content, nor does it seem to be the way they want to design the content.
    Q: A lot of those voices are probably from players in savage Alexander where there is a high reliance on tank DPS.

    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.

    http://www.famitsu.com/news/201511/05092257.html
    http://www.bluegartr.com/threads/126...3.1-and-Beyond

    His words, not mine.

    What is "optimal" is not only dependent on the content, it is also dependent on the players. To this day, I still play PLD in A2S. The other tank is a DRK (and doesn't play multiple tanks like I do). That's not an "optimal" comp. Why doesn't it matter? We have more than enough raid DPS to clear the DPS benchmarks and having 2 immunities eliminates any chance that we will mess up the later waves. We trade the unneeded DPS for significantly better stability just like Yoshi-P detailed.

    Another example is A3S where the positioning and strategies for a lot of groups have slight variations because you can handle mechanics in different ways. Again, variance in optimization caused by group individuality and raid tuning.

    Another example is A4S. Elysium's world first cleared by carrying Nisi. A lot of the groups that cleared after cheesed it with the more "optimal" strat. Apparently the harder method still worked well enough for that group of players to world first A4S.

    What becomes optimal is based on content. And, as Yoshida said, adjusting content only impacts said content. Adjusting classes impacts everything. As such, class balance in relation to raid optimization is better solved through raid design. SMNs are overpowered as hell in PvP. Do you nerf SMNs into the ground to fix this issue? No, because you would also screw over SMNs in PvE. The better solution would be to balance SMN's PvP performance through PvP systems like PvP specific skills and PvP objectives. If there is an overall issue, then maybe you look at tweaking the class.

    What strategy people pick is dependent on their available options as well as individual comfort-zones. You just need to tune content well enough that the gap in viability between the different options is close enough that player skill and comfort are enough to swing a decision. So, going back to your question about HG, what option would groups go with? As long as you tuned the DPS gain of LB3 + no weakness to be equal to the loss in raid DPS that PLD also causes, then the choice would come down to preference between balanced pros and cons. That's what it means to properly tune an encounter.
    (1)
    Last edited by Brian_; 11-09-2015 at 04:10 PM.

  4. #4
    Player
    raymon's Avatar
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    Khuja'to Kurozuki
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    Quote Originally Posted by Brian_ View Post
    snip
    you bring up some very good, valid points. i honestly do think its more of PLD not fitting will into the current content rather then them being bad, but at the same time SE is not exactly known for making things balanced (the first time it comes out), so if they do make fights designed to make better use of PLDs kit. there is a chance they might not balance it right and all of a sudden DRK would be left out in the rain. (if they do make it like this expect DRK under-powered now threads)

    edit: forgot to mention that PLD utility is not as good as WAR and DRK so that is also a thing to consider
    (0)
    Last edited by raymon; 11-09-2015 at 02:53 PM.

  5. #5
    Player Brian_'s Avatar
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    Quote Originally Posted by raymon View Post
    you bring up some very good, valid points. i honestly do think its more of PLD not fitting will into the current content rather then them being bad, but at the same time SE is not exactly known for making things balanced (the first time it comes out), so if they do make fights designed to make better use of PLDs kit. there is a chance they might not balance it right and all of a sudden DRK would be left out in the rain. (if they do make it like this expect DRK under-powered now threads)

    edit: forgot to mention that PLD utility is not as good as WAR and DRK so that is also a thing to consider
    I don't disagree with the questioning of SE's competency. I think they're overly confident in their ability to design raid content tuned for tank balance. But, that doesn't mean the practice of balancing through content is flawed or that balancing classes instead is the better option. It's not like they have a great track record with that, either.
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  6. #6
    Player Brian_'s Avatar
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    Like I have to continually repeat, the current tuning is off. So no, you don't replace PLD with DRK, you design and tune future content with different margins. How do people continually misunderstand this point?

    The order of DPS amongst tanks will probably be as follows -- DRK MT without Grit = WAR OT/MT in Deliverance > PLD MT in Sword Oath (due to Swipe changes) > DRK OT > PLD OT > WAR MT in Defiance = DRK MT with Grit > PLD MT with Shield Oath. So, you could either balance their DPS on paper, or you could tune encounter design to allow PLDs to spend the least time in their tank stance due to alternative ways of boosting eHP while forcing DRK and WAR to spend significant time in their tank stance. This is what I am referring to when I talk of the other benefits of eHP.

    As for one example of how, I gave it earlier. Another? Give the boss an enraged status that deals more damage unless they are pacified. Can the other tanks still live through the damage? Yea, with CDs and tank stance. PLD? They can stay in Sword Oath and just Swipe the boss once. Another example? Give the boss a high damage window where they apply a stacking defense down debuff per hit but allow them to be stunned during the window (like the legs in A4S). The PLD can keep the boss stun locked throughout the entire window to negate all damage and prevent the debuff from being applied. The other tanks can't stun-lock but can still live through the damage and resulting debuffs with CDs and tank stance.

    As for A4S royal pentacles, intended or not, that's not how the majority of people handle the mechanic. They let Nisi drop instead of passing it and sacrifice three people to royal pentacles and then raise them. So, 3 people will have weakness for a portion of the final phase. If PLD could eat one set of royal pentacles with HG, you could either save your LB3 to nuke the boss, or you could prevent the MP / DPS loss from raising three people and giving them weakness. Suddenly, because of mechanical tuning, PLD becomes a much more attractive option because they now contribute raid DPS and raid utility in a unique way. You could even have Living Dead do the same thing so DRK / PLD comps would have a real advantage over WAR comps.I'm not saying you just rehash A4S and just change how royal pentacles interacts with LD / HG. But, could they do something similar in the future? Sure.

    These are all ways that you can use raid mechanics to balance tank raid DPS contribution. The rest is just fine tuning the real numbers to reach a balance -- the same thing they would need to do if they just balanced tanks instead. No class will be king of the mountain with proper tuning -- if you're going to say it's unrealistic to reach a perfect balance through raid design, it's equally unlikely they'll reach it through tank balancing.

    What other benefits does this approach have? You offer a more dynamic set of decisions to make when assembling a group and more depth and nuance to a fight. Rather than the situation where you say "just bring any tank, the result is all the same," you actually have much more detailed discussions about mechanical interactions and raid composition. You specialize roles, increase the skill ceilings and reward players who have mastery over their specific job in relation to the content. As is, you basically play all three tanks the same. You also add more depth and decision making to actual raid strategy rather than the one-size-fits-all raid strats that everyone uses now.

    I'm not even trying to argue for this approach to balance. I openly questioned SE's ability to tune and balance their fights properly multiple times. I'm just saying that it's a perfectly viable approach if done well and there are real examples in current content -- intended or not. If you pull up my posting history, I have also said much in favor of the alternative -- just homogenizing the contributed raid DPS, raid mitigation, and utility of tanks while bringing flavor and uniqueness through play-style and aesthetics.
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  7. #7
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    Cynric's Avatar
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    @ Brian: I don't think you quite understand. First off there are three tanks. Not two or four. Unless something changes drastically, War will always be the go to off tank, if you propose say a change in which Pld has some sort of advantage , especially with us going into more Physical tank busters soon, you're just making Paladin more wanted than Dark Knight.


    This is why we call it bad design. War = OT guaranteed, this shoves Pld and Drk into the MT slots for competition, Drk currently fits with the content. If you shake things up it just changes the problem it doesn't fix the terrible way that tanks are designed.

    They want Warrior to OT, they want Pld or Drk to MT. They should all MT/OT equally to some extent, not be forced into MTing or OTing just outright better than the other. To make the issue worse, Paladin and Dark Knight excel in different types of mitigation. Neither of them have utility to make up for being outclassed by the other in the content they fit with better.

    DPS + magic mitigation? Drk hands down, Paladins don't get groups. DPS + Physical mitigation meta ? Depending on how much DPS Pld allows a healer to contribute it'll either be PLD > DRK or DRK < PLD.
    Yet no matter how much you shake up the meta Warrior is guaranteed the OT slot.

    When you have 3 tanks but only 2 of those tanks are actually competing for raid spots there's a balance or design problem.

    You used coil as an example.

    We didn't have 3 tanks in coil, things were different then. We have 3 tanks now, but they made a terrible design choice in making x tank be MT, x tank be OT, x tank be MT.

    When two tanks are designed to main tank and only one is designed to off tank, there's going to be a problem
    (1)
    Last edited by Cynric; 11-09-2015 at 01:42 PM.

  8. #8
    Player
    Xemeth's Avatar
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    Alexander Barrus
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    Lamia
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    Paladin Lv 60
    - Shield oath should be gained at 30, and sword oath at 40
    - sword oath should apply a DoT instead of the basic attack buff. It would make switching stances a tad more viable, and it would stack well with goring blade, circle of scorn, and fracture. call it a righteous burn, or something. xD
    -Sheltron should block one physical, or magical attack. Too many damn spell casters in the way.
    - cover should block magic as well as physical. (what do you mean the fireball went through me!?) Also I should take reduced damage from damage my ally's suppose to take. It's not like I picture a paladin covering with his shield...
    - All enmity gaining abilities should get buffed. not in damage, but in enmity gain. That way paladins could still be defensive without fear of losing aggro to off tanks in DPS stance.
    - This one is just for me. I want an invisible shield. seems rather dumb, but I want it. xD
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    Levels, and gear are nice, but what's really important is the adventure.

  9. #9
    Player
    Sunako's Avatar
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    Sunako Kirishiki
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    Pretty awesome changes.

    - TP control do not burn your dps anymore
    - Same tp "control" as ot or mt
    - more damage from ogcd shield swipe
    - more enmity from ogcd shield swipe
    - more enmity = need less aggro combo = more dps combo = more dps
    (0)

  10. #10
    Player
    Rosiel's Avatar
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    Ayami Mudo
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    Gungnir
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    Alchemist Lv 60
    The 3.1 PLD changes don't seem to fix the current PLD issues. I only have experience up to A3S but TP shortage only occur in A2S, 10 TP every 3 combo rotations don't seem much.

    I have been main GLA / PLD since 1.0 and it is sad to see PLD being so helpless in 3.0 - 3.1. I'm from Gungnir and I could not get in a single party for Alexander Savage until approximately a month ago, every party was looking for either DRK or WAR. When everyone is pushing for progression with average party IL 185 to 195, I have to wait until average party IL 195+ in order to even get an invite. It is so frustrating.

    After 4.5 months of game play and collecting data, SE still don't want to change the bad position that PLD is currently in. When even healers are expecting to dps instead of full time healing, why on earth would you think survivability of tanks is a problem? When survivability is not a problem, then why bring a tank with lesser dps? I'm not going to say all players, but quite alot of players do enjoy racing each other for progression and my PLD was not involved in this race.

    So, I went to this forum to see is it just Gungnir or other server are having similar situation. There were some posts asking for PLD buff / balancing and the common replies were:

    PLD Main: Support
    WAR Main: NO
    WAR Main: You don't deserve it
    WAR Main: You get survivability, stop crying
    WAR Main: Suck it
    DRK Main: (similar as WAR while asking their own buffs)

    All you WAR Main need to stop referring to 2.0. Yes, you suffered in 2.0 but it only lasted 4 months and then got buffed to hell in 2.1. If you claimed that you cannot MT since 2.1, it was not the job, it was you needed to learn to play your job. Not to mention when WAR asked for buff / balance back in 2.0, I did not see PLD had the above rude comments. FFXIV is a heavy PVE game, players suppose to work with each other; however, tanks have been turning against each other since 3.0.

    Who knows when will 3.2, maybe another 3 to 4 months? Throwing a little bone like this and expecting to get pay for another 3 to 4 months is not acceptable from customer point of view. I'm not asking for god mode like Hallowed Ground which last for a minute, I'm only asking for a fair play and SE failed to deliver.
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