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  1. #10
    Player
    Instrumentality's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    413
    Character
    Eureka Evergarden
    World
    Excalibur
    Main Class
    Paladin Lv 70
    Quote Originally Posted by Kaurie View Post
    My argument is precisely that it is my opinion, as it is your arguments as well. We both have our opinions. Someone doing 600-800 DPS is not a dead weight in my personal opinion. (again opinion).
    At the 50th percentile on fflogs a tank doing 50% of the dps of a ninja (the lowest dps at that range) would be doing 475 dps or less.

    Quote Originally Posted by Kaurie View Post
    I've done tanking in this game in a raiding context as well as other, but I personally find tanking to be rather boring. I definitely don't have the 'sucks to be you' attitude towards OT, but more that I think the content needs to be tuned to have the OT do something other than DPS. This could be simple, such as picking up adds, or more complex mechanics.
    Off tanks already do all of that in this game.


    Quote Originally Posted by Kaurie View Post
    I also don't see how if a healer can do Open world content right now pulling less than what I am proposing for tanks, of how tank would not be able to do open world content.

    Further, as I mentioned, I'd like specs and traits added. In this sense, there would be specs that healers and tanks could use in open world with a more DPS focus, and swap to tank/healer focus for grouped content. If one was to argue that jobs fulfill this role, then I don't see why it is unreasonable to assume someone could swap to a DPS job for open world content (such as beast tribe quests). I understand you need to level a DPS job up, which is in part why I'd rather just have specs added (among many other reasons).
    Just because healers 'can' do something does not mean it is an enjoyable experience.

    Also I think specs could be cool as long as it was mostly flavor. Introducing more ways for average players to make bad decisions about gearing and playstyle is worth a bit of caution, but it can be done correctly, I think?

    Quote Originally Posted by Kaurie View Post
    The main reasoning behind my opinion on tank damage being too high and needing scaled back is that there seems to be little reason to be a DPS. If the average Ninja pulls only 10 DPS higher than the average warrior (OK 50th percentile, as we don't have averages) on Oppressor, why bring a NIN over a WAR? Why not bring another WAR who can be fully DPS and have way more armor and mitigation to survive Prey making the healers job easier and allowing the healer to DPS more? I don't think the numbers should be so similar. Perhaps 40-50% of a DPS is too steep, but as it is now, it's too steep in the other direction. Perhaps a middle ground would be more appropriate.
    Maybe instead of destroying tank dps the developers could look into what causes ninja dps to dramatically fall off at average skill level?

    Because good players (players in the 75th percentile or above) have no problem destroying tanks in dps as ninjas?

    Quote Originally Posted by Kaurie View Post
    That is my reasoning, as you asked for it, but ultimately it's just that I prefer clear cut roles.

    One last thing, you mentioned a few times about WAR being thematically high on DPS. Is this due to the job quests, or a final fantasy thing or something else? I don't have a lot of final fantasy background, but if we are talking about this game, thematically is whatever the developers decide to do.
    Warriors themantically are the 'out of control' tanks. Berserk, Thrill of Battle, Vengeance, Maim, Inner Beast, Unchained. Just look at their skill names? Everything about them says "I am in your face and going to smash you until you die".
    (2)
    Last edited by Instrumentality; 02-07-2016 at 12:27 PM.
    My life while tanking is an existential hell from which there is no escape.