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Thread: 3.1 PLD Changes

  1. #161
    Player
    Dhex's Avatar
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    Aug 2013
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    Character
    Jadus Salaheem
    World
    Ultros
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    Marauder Lv 90
    Quote Originally Posted by Brian_ View Post
    Except they are not trying to force more imbalance, they are trying to force balance.
    They aren't forcing balance. They've got imbalance - an imbalance that is going to persist over an 8-month period. They've got a gaping hole between Paladin and the other two tanks. Warrior has a guaranteed raid slot.

    I play all three in Savage AS1-3 regularly; Paladin's mitigation is inconsequential, it's utilities are poorly integrated to the point of being useless by design, and the producer really believes that spot-fixing "TP issues" without addressing the key deficiencies with their design is acceptable. Paladin is worse categorically across the board in practical situations.
    You have rambling responses of what could be or what will be or how they intended this or how content can change this or that and it's all WORTHLESS WORDS because it doesn't address the current situation or the current oversights and the persisting design flaws that created the situation - you fail to see that all tanks need to be relevant in both tanking slots regardless of content. They aren't. It doesn't matter how much you polish a turd it's still a turd.
    (3)

  2. #162
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Yonanja View Post
    I'm going to stop argueing with you after this post, since you're obviously in favor of class inbalance and "flavor of the month", for some strange reason. It's made obvious by your examples, since nothing you've put forward would make the inbalance less, just shift it around.

    But as you seem to only listen to the voice of YoshiP, who've said ALOT of things that turned out not to be even close to the real result, I don't think that there is any point in continuing to argue with you. Let's just agree to disagree, and you can keep enjoying your inbalanced classes and FotM, and I can keep on hating it.
    Brian has mentioned constantly a lack of content-based balancing in game; the examples that can be given from in-game, therefore, lack overall balance, even if certain parts of those examples point at possible better designs. Individually, these examples, each taken from a small part of existent encounters might imply FotM choices. But if the overall balance of each encounter were improved, such that each tank would have a relatively equal value across (all parts of) the encounter through their various, different advantages, leaving no clear FotM choice. This seems pretty clear. It's just a different way of balancing the jobs (and, frankly, accessory choice) without having to homogenize them. Nor is it mutually exclusive with class changes. It is simply another avenue for providing balance, and one that SE has actually admitted their faults in with this last tier. True balance will likely still take a bit of tuning on the job side as well. But to design content that actually makes use of their differences, as in entirely unique strengths rather than just difference in strengths in common among all three, increases the ways we have to retain tank identity without leaving one or more behind.

    Not trying to be defensive, especially in regards to a post that is not my own, but it seems unreasonable to push aside what, as far as I can see, is a very valid main point, and with it the entire other half of job design (the environments they work in).

    Quote Originally Posted by Dhex View Post
    They aren't forcing balance. They've got imbalance - an imbalance that is going to persist over an 8-month period. They've got a gaping hole between Paladin and the other two tanks. Warrior has a guaranteed raid slot.
    Quote Originally Posted by Brian_ View Post
    Except they are not trying to force more imbalance, they are trying to force balance.
    We've established that the current meta stinks and most likely these changes will do little to fix it. The point is what they could do. But can we really say that even if PLD is given as much MT (assuming Grit/Def/Shield) dps as DRK or WAR, and if it somehow gained DRK or WAR-level AoE, it would be taken? It would still ultimately be burdened with abilities that see little to no use in most situations. If we are to follow the general assuption (e.g. in Bards/MCHs) that having these utility options will have cost you elsewhere, however faintly, but should improve the situation of the raid as a whole through their/your being present and able, then those abilities cannot just go unused. PLD abilities may well need changes to cast and recast times, CDs, range, and costs, but they'll also likely need places where they provide a noticeable benefit, rather than just just a slightly greater raid healing/mitigation output, etc. (and whatever opportunities that gives), than they could put out personal dps for the time being, especially given that they've been stuck in a least favored position for months.

    For instance, I'd like to see SB's enmity mod and RoH's potency boosted slightly for more enmity output. Due to personal preference, I'd have preferred to see Shield Swipe boosted to 220 potency rather than being made an oGCD, and for Shield Oath to no longer reduce Shield-based damage (as an oGCD, our TP problems will merely have worsened in a few cases, and dungeon runs just got a lot more annoying without Swipe's refresh component). For the purpose of some goddamn AoE damage, I'd have liked to see some other change to our "Shield" abilities (be it Oath, Swipe, and/or Bash) to provide that AoE at least in MT position. I'd like for Flash to remain relevant (for more than just enmity). But even after all those changes might go out and PLD is arguably "not shit", even if each of its abilities were individually worthy, whether a PLD gets to go in depends on the fight itself. Even if I were to try my hardest to balance PLD and fill its needs, I won't actually know what needs those are (beyond general competence, while hopefully retaining uniqueness/identity) until the next tier of content (partly because I don't know whether SE will be able to really balance said tier, and suspect that if they do more or less manage to 'balance' it, that balance will rely on general measures and by avoiding challenges that would make any differences apparent, rather than simply trying to present a near-equal total of uniquely advantageous situations).
    (2)
    Last edited by Shurrikhan; 11-10-2015 at 04:55 PM. Reason: damn typos

  3. #163
    Player
    NFaelivrin's Avatar
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    Dec 2014
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    192
    Character
    Nymeria Faelivrin
    World
    Ultros
    Main Class
    Paladin Lv 60
    The fact that their answer to PLD being terrible is attempting to design content to cater to it rather than fixing the godawful class makes me wonder if they just live in perpetual fear of 2.0 2X PLDs going and killing Twintania and have like, literal nightmares about that gold-on-blue shield party icon.
    (3)

  4. #164
    Player
    Duelle's Avatar
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    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Shurrikhan View Post
    Brian has mentioned constantly a lack of content-based balancing in game; the examples that can be given from in-game, therefore, lack overall balance, even if certain parts of those examples point at possible better designs. Individually, these examples, each taken from a small part of existent encounters might imply FotM choices. But if the overall balance of each encounter were improved, such that each tank would have a relatively equal value across (all parts of) the encounter through their various, different advantages, leaving no clear FotM choice. This seems pretty clear. It's just a different way of balancing the jobs (and, frankly, accessory choice) without having to homogenize them. Nor is it mutually exclusive with class changes.
    There will always be a superior choice when you take this approach. You can try to create a scenario where different advantages help in leading to the clear in different ways, but once people figure out the best way to do it, that will become the standard. That's just an aspect of human nature that is part of the landscape in ANYTHING that involves more than one player.

    And why are we going back to demonizing performance parity? Especially when the lack of performance parity is one of the main culprits behind the problems we're currently seeing (encounter design being another)?
    It is simply another avenue for providing balance, and one that SE has actually admitted their faults in with this last tier. True balance will likely still take a bit of tuning on the job side as well. But to design content that actually makes use of their differences, as in entirely unique strengths rather than just difference in strengths in common among all three, increases the ways we have to retain tank identity without leaving one or more behind.
    Class identity can still come from mechanics, abilities and aesthetics while still remaining equal to other members of the roster in performance. Are you really that bothered by WAR and DRK dealing the same damage as a PLD?
    But can we really say that even if PLD is given as much MT (assuming Grit/Def/Shield) dps as DRK or WAR, and if it somehow gained DRK or WAR-level AoE, it would be taken? It would still ultimately be burdened with abilities that see little to no use in most situations.
    Which is not a bad thing. The utility PLD was given is not the type that is or should be needed all the time. This is why I facepalm at the people who complain about Clemency not being a mandatory ability in the rotation (it's situational off-healing, emphasis on situational) and those that expect Divine Veil to be up all the time, every time (because expecting to do so would be like expecting this or this to be used every time it's up instead of during oh-shit moments).
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  5. #165
    Player
    Ashkendor's Avatar
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    Mar 2014
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    Character
    Ashkendor Zahirr
    World
    Balmung
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Dhex View Post
    It doesn't matter how much you polish a turd it's still a turd.
    This sums up Paladin pretty well right now. That's no knight; it's just a turd in shining armor. >:|

    (I'm trying to laugh at this but I think it just hits too close to home atm.)
    (0)

  6. #166
    Player
    Dhex's Avatar
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    Character
    Jadus Salaheem
    World
    Ultros
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    Marauder Lv 90
    Quote Originally Posted by Duelle View Post
    The utility PLD was given is not needed. This is why I facepalm.
    Fixed that for you.
    (0)

  7. #167
    Player
    Reynhart's Avatar
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    Ul'Dah
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    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Duelle View Post
    Which is not a bad thing. The utility PLD was given is not the type that is or should be needed all the time.
    The problem is that almost every PLD's utility is situationnal, or unreliable.
    Clemency is far too long to cast to be an emergency heal, and no healer will really count on you for healing someone else.
    Awareness was...useful (I guess) in T11...except than since the ensured critical hit was an AoE, the party had to mitigate the damage anyway, and it was after an add phase, not really damage heavy on the tank.

    And you can add to it that a lot of content just plain negates some of PLD's skills.

    Blind ? Most bosses are immune. Pacification ? Same. Chain Stun ? Either immune, or only requires one precise Stun less often than 30s, so other tanks are better since they're not delayed by GCD.
    I didn't play PLD on A3, but I wouldn't be surprised if Ferrofluid just plain ignores Tempered Will, like Typhoon does.
    (0)

  8. #168
    Player
    Silver_Blade's Avatar
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    Oct 2015
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    60
    Character
    Ellder Sage
    World
    Faerie
    Main Class
    Paladin Lv 70
    As sad as this makes me it does not suprise me anyone who played FFXI pre expansion knows SE doesnt care about paladin much, in that game ninja tanks were gods in comparison to paladins they could do great dps evade 95% of attacks and debuff paladins did no dps took massive damage and in exchange they could cast 2-3 heals per mana bar....now here we are paladins can heal nice have great defense, but both other tanks are superior we can pretend they arent, but they are, more utility more OT and MT dps....and this is from a FFXI PLD and a FFXIV PLD
    (0)

  9. #169
    Player
    Cheraa's Avatar
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    Aug 2015
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    182
    Character
    Cheraa Zedd
    World
    Odin
    Main Class
    Paladin Lv 60
    It is not as bad as in FF XI.
    But yes, Paladin is in a bad spot.
    As long as Warrior, in it's current state is a better Tank and a better DPS than us, in any current Content of 3.x.
    Even Dark Knight is only slightly weaker agains Physical DMG than us, but therefor better in taking magical DMG...well ofc. his DPS is way higher than ours.

    Paladin is meant to be:

    - Best Tank
    - Lowest Tank DPS

    Actually we are not the best Tank (it is Warrior), but we are the Tank with the lowest DPS (Reason?!?).
    (2)

  10. #170
    Player
    Reynhart's Avatar
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    Reynhart Kristensen
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    Ragnarok
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    Dark Knight Lv 80
    Quote Originally Posted by Silver_Blade View Post
    As sad as this makes me it does not suprise me anyone who played FFXI pre expansion knows SE doesnt care about paladin much, in that game ninja tanks were gods in comparison to paladins they could do great dps evade 95% of attacks and debuff paladins did no dps took massive damage and in exchange they could cast 2-3 heals per mana bar
    Even back in FFXI, people asked more and more to buff PLD's damage.
    And even back then, I thought that it was stupid. For me, PLD don't need to lean on the DPS side, but on the healing side. Make it so that a good PLD doesn't need a dedicated healer.

    Which, by the way, was possible in FFXI, either with Ochain + Shield Mastery + DNC Subjob. Or by combining bonus to cure potency/cure received, and items that gives you MP back whenever you take damage.
    (0)
    Last edited by Reynhart; 11-10-2015 at 07:47 PM.

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