Different game, buddy.
Maybe we should ask Diablo hard core players why their dps classes still focus on gearing up for defense.
Hurr durr durr
Forcing tanks to stay in stance, or forcing tanks to use one combo over another more often doesn't make the job any more or less interesting.
You want to force tanks to actually tank instead of dealing damage, that's well and fine. How do you do that in a way that actually demands more effort from the player, over the current system? I still have to hit cooldowns and drop down into Grit for Hypercompressed Plasmas or Holy Bladedances, hit DD/Awareness/Foresight/whatever to make up for damage taken out of Grit, judge whether or not my healer can handle me taking that additional damage, judge if I can make up for that GCD's worth of lost potency when I go back into stance to survive an attack. You'd rather I just sit in Grit the entire fight and have that aspect of tanking taken away from me entirely?
This would put PLD in an even worse position than it currently is. PLD's pretty comparable to DRK in SwO, but it's about 20% less DPS in ShO than a Grit DRK; forcing PLD to fulltime ShO without changing anything else about the class would just push it even further into trash-tier. If SE eliminated tank DPS contributions to the calculated DPS checks, they'd also push the content in favor of WAR/DRK because they can get content on farm faster by helping the raid beat the check faster (while staying in tank stance).What's truly missing from the current raids are hard hitting autos, cleaves that need to be mitigated, and tank busters that actually require tank stance. Currently everything hits like feathers and despite tanking being the easiest job in the game in 2.0, it's even easier in 3.0.
#gitgud
Ongoing mission: Tank everything on DRG. On purpose.
I thought it was generally assumed that PLD should get buffs to it's ShO DPS. :V So, yes, if they were to actually increase damage on the tanks they would also need to buff PLD's ShO DPS but they kinda need that regardless.This would put PLD in an even worse position than it currently is. PLD's pretty comparable to DRK in SwO, but it's about 20% less DPS in ShO than a Grit DRK; forcing PLD to fulltime ShO without changing anything else about the class would just push it even further into trash-tier.
I feel like even if they increased Rage of Halone's enmity and potency, PLD would still be sitting about 9% behind Defiance WAR. ShO could reduce damage only from weaponskills to close that gap, almost exactly, but then WAR would probably need something in return (likely Defiance affecting ability-based healing; their own personal heals reduced proportionately to compensate).
@fm_Fenrir's signature: By now I've tanked the majority of level 50 and all the 60 dungeons on DRG at one time or another (from the start all the way through, after first boss, or for all but last boss). Have tanked Titan HM back at 50 with another DRG, but that's it for my DRG-tanked raids, sadly. Sometimes I really wish Elusive Jump didn't drop enmity... Best of luck in your goon-tank efforts.
I'm sure they will. I'm just curious what the dev's team envision the ideal tank is, and what is an ideal tank suppose to play like. Because it's pretty chaotic right now. Guess we'll find out when training gets introduced.I think Launched's point is that requiring 100% SP uptime doesn't actually change much besides lowering WAR's DPS a bit. This used to be a thing when bosses would actually hit hard relative to our eHP (ie SCoB Savage, T9, T12, T13) but keeping 100% SP uptime in itself wasn't really a challenge. What's truly missing from the current raids are hard hitting autos, cleaves that need to be mitigated, and tank busters that actually require tank stance. Currently everything hits like feathers and despite tanking being the easiest job in the game in 2.0, it's even easier in 3.0. I do hope that SE realized this from the progression in current Alex Savage and will be making adjustments to the next one.
Why not? A game borrowing a mechanic from another game or genre is stupid?
I hope you realized we are talking about rotation, not stance, and by that extension you just wrote a whole post supporting my statement.Forcing tanks to stay in stance, or forcing tanks to use one combo over another more often doesn't make the job any more or less interesting.
You want to force tanks to actually tank instead of dealing damage, that's well and fine. How do you do that in a way that actually demands more effort from the player, over the current system? I still have to hit cooldowns and drop down into Grit for Hypercompressed Plasmas or Holy Bladedances, hit DD/Awareness/Foresight/whatever to make up for damage taken out of Grit, judge whether or not my healer can handle me taking that additional damage, judge if I can make up for that GCD's worth of lost potency when I go back into stance to survive an attack. You'd rather I just sit in Grit the entire fight and have that aspect of tanking taken away from me entirely?
Your statement, that tanks should be eating more damage because supposedly that enhances the skill requirement and interactivity of tanks over the present situation? My whole post is asking you why you think that's so. Current encounter design, for the most part, encourages tanks and healers to form their own specific strategies for balancing damage and survivability. I don't see how forcing the decision by drastically increasing damage dealt by bosses enhances interactivity and individual decision-making.
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