Results 11 to 20 of 25

Threaded View

  1. #1
    Player
    Aiio's Avatar
    Join Date
    Nov 2015
    Posts
    32
    Character
    Aio Auroka
    World
    Tonberry
    Main Class
    Dark Knight Lv 60

    PLD - I seem to have misplaced my DPS

    I've been reading through forums for ideas about how the PLD class feels lackluster with the current content, and in hope that they do take players' feedback seriously, decided to write something in the forums hoping that they (devs) might take notice.

    Also a disclosure, I don't have any history playing MMORPGs prior to joining FFXIV in late August this year - as such my ideas may be reflect signs of ignorance so any constructive feedback would be welcome.

    Intro

    Before I begin talking about class balancing, a slight preamble on hardcore gaming versus casual gaming. The general understanding on hardcore content is that any "hardcore" content is much more difficult than casual content. The increase of difficulty should be noticeable between jumping from casual content into hardcore content.
    So how does one go about making things difficult? - or a look from another angle, what makes a player successful in this game?
    1. Mistake + Punishment mechanics
    The most noticeable in both casual and hardcore content. Make a mistake executing any mechanics and detriment your chance to clear the instance. Moving into hardcore content shows that mistakes often leads to extremely low chances of clearing content, which I'm sure the majority of the player base will agree - there is nothing wrong with this.
    2. Maximizing your class
    This is where it may cause some debate on how future content should be updated, because in most cases, maximizing your class means maximizing your DPS output. It also means knowing when to use certain abilities at certain times, which may coincide with point 1 (such as CD management, stance dancing, etc).
    3. Finding other players
    I often find this point is overlooked by many (or maybe not?), including whether or not people want to take in other players that main classes that do not synchronize well with other classes, etc.
    As you can see, there are many various factors that may attribute to what makes in game content difficult to achieve. I would like to highlight the importance of point 2 (DPS) and its relevancy to point 3 (difficulty finding party) due to the inability of usefulness that PLD brings to a party.

    Encounters and Compatibility

    Hearing "we are aware that the Paladin class is not very useful in current content" highlights the importance of where a class stands in terms of balance against current content. However, releasing new content that would allow PLDs skill-set to shine is, in my opinion, the wrong way to go.

    Why?

    DPS is the bottom line - The importance of 0%
    No matter which way you look at it, successfully completing mechanics, increasing durability as a tank, the end result to clear content requires you to beat things from 100% to 0%.
    Clearing content can only be done when there is nothing remaining - 0%. If your class is unable to directly contribute to the 0% (i.e., DPS) then your job should be able to support others in the party in achieving that 0%. Thus, DPS is the bottom line. A quick example of this would be Thordan EX.

    - PLD mitigates more damage, meaning more cleric stance (DPS increase)
    - PLD mitigates more damage, meaning healers are able to ensure survival of DPS (DPS increase)
    - DRK contributes more direct DPS (DPS increase)
    - DRK requires more healing (DPS loss equalized by direct DPS input)

    As such, we can see that whilst DRK is (arguably) less effective than PLD clearing Thordan EX, it is still at an adequate level that makes content clearing fair on DRK players. So in content with high DPS checks like A4S, what does the PLD achieve that the DRK/WAR cannot, what does it offer in trade for DPS? If the bottom line is the 0%, does PLD offer anything that can contribute to that 0% that compensates for its DPS loss? Is it stable enough to be called a fair trade? It is apparent from end-game content that taking a PLD in most cases is an aggregate loss of DPS (progress) for the party - as well as discouraging parties from picking PLD over other tanks.

    Thus, PLD skills need to be reworked - tweaked so that it allows for a change between the triangle of tanks, rather than WAR + MT. The changes must be made so that whilst it may not be optimal to run PLD all the time, it should still fairly progress through end game with the other two tank classes, much like DRK/WAR currently do.

    A multitude of ideas come to mind, but I'll try list the ones I think are most interesting:

    Spirits Within
    - Increase potency to 500, with minimum potency to 300
    - Reverse effect, potency gained as HP reduces
    - TP restore of 50
    Note: Allows for DPS increase as MT without need to change shield oath whilst adding interesting mechanic of HP management/timing. TP problems also fixed as both MT/OT.

    Clemency
    - Surecast effect added
    - Able to block whilst casting
    - Casting clemency does not break combos
    Note: Useful for healing in a pinch! DPS loss only for 3 second downtime of casting. Block while casting for some nice synergy with Sheltron?

    Divine Veil
    - Self-healing procs Veil
    - Veil AOE increased to 25y
    - CD reduced to 90sec
    Note: Current Divine Veil range is too restrictive. I'm not exactly sure on the best CD for this skill.

    Tempered Will
    - Provides Determination up 15% to self and party
    - CD reduced to 120 sec
    - Range 25y
    Note: The only real DPS increase for PLD whilst OT. Extra raid utility, similar to Battle Litany. Decided to remove the ability to only use it in SwO.

    Sword/Shield Oath
    - Still on GCD, 1.5 second cooldown rather than 3 seconds
    Note: The switching between stances gives a clunky feeling, that also breaks combos which lead to DPS loss. Thus, to compensate for this, the cooldown before using any other abilities has been reduced.

    Overall, I think this would increase the DPS of PLD when MT (a huge problem in comparison to DRK/WAR MT), whilst also increasing the general utility and raid DPS when played as OT. Rather than directly making up for the lesser DPS achievable compared to DRK/WAR, the aim was to increase raid DPS through utility whilst also adhering to the mitigation king (for party) with Divine Veil changes.

    Extras

    VIT versus STR - the identity of tanking
    The fact that VIT is only useful to the point that allows you to comfortably tank "tankbusters" in a controlled and timed environment means that any further stacking of VIT means little. Much like accuracy (and possibly skill speed), because this attribute has no secondary calculation (such as an increase to DEF/M.DEF per VIT). This is a very broad point addressing damage calculations which I believe should be revised completely - rather than PLD specific but still an important issue for PLD nonetheless. This also brings to light other attributes such as shields and parry playing almost non-factors in mitigation (especially magic damage).
    This point is more an addressing of job identity as any tank class - which coincides well with PLD as the "mitigation king" or "defensive tank".

    Conclusion
    Thanks for reading (if you did LOL), sorry about the length and I hope it was adequately organized to optimize your read. End point is that I feel (and probably much of the player base) that PLD offers lackluster aggregate DPS whether that be from utility or direct DPS, as well as shedding some extra light attributes and suggestion for revision.
    If you have any constructive suggestions or comments, like I said before, they are welcome!
    (4)
    Last edited by Aiio; 11-26-2015 at 11:09 AM.