I would add parry windows based on parry skill.
Skill speed affect tick over time iirc.
Parry could do same.
Parry woudn't be reliable as a mitigation still, but parry affecting parry-strength and enabling faster window pops would be good enough to think about it.
Until someone has some good note i didn't take under consideration.
I said it in the last thread, but parry becomes a second critical stat for tanks. (Sort of)
When parrying, your next skill or Auto-attack will 100% crit. (This may need adjusted or wholey based on the Parry stat to compensate for skills like Raw Intuition that increase parry chances) What this does is create another Vit Vs Str stat. Like Vit does with Str, Parry would stack with Crit to increase your overall DPS while tanking. So if tanks have about a 20% chance to parry in a fight, their crit rate goes up by about 20%. (A little less since you could parry and your next hit was going to be a crit anyways.) It continues to mitigate as a weaker block, but adds in a damage increase flavor, accessible only to the tank. Think of someone staving off a blow with a parry and taking advantage of their opponent's opening. (Obviously all classes could parry like this, but it would be BEYOND impractical for any non-tank to use this in group based content.
Why a dps increase? I don't think tanks need more survivablity, beyond their current stat pools and cool downs. Encouraging them to go for Fending gear, instead of looking over it because of the weight of a dead stat.
TLDR:
Parry = Increased critical rate upon being triggered and mitigation.
Last edited by Rawrz; 04-19-2016 at 09:13 AM.
If tanks won't need more survivebility, we can as well turn them into DPS with bonus for leadership. Tanks should get parry to feel like there is stat for them beyond going max det/crit like most melee dps.
Tanks with each another patch should be forced to build up around more and more survivebility. If that won't be nesseccery, something with difficulty level will be wrong.
What about decreasing detrimental effects on self? Like say poison, or other skills in PvP perhaps?
Also, in your other post you mentioned that you'd want Parry to add to the DPS a tank can do. What would prevent other classes from using those same stats to boost their DPS? (maybe their main stat, so I guess that answers that question...)
In real life, a parry in any martial arts is usually followed by a counterattack, and it's usually a critical hit because the opponent doesn't expect it. So your suggestion bears weight
I can definitely see parry being added to weapons, that would be a logical thing, but I really like it acting like a determination for your defense and m def as well, and also the counter attack suggestion. I could easily see them just make Parry scale with Vit and pretty much halfway redo what they changed m 3.0 what with strength and dex affecting parry to some extent. I would rather they do something to make it more powerful than it has been and something tanks wouldn't want to avoid so much really.
me? nay. I am the one saying that parry shoudnt affect dps.
Thread: Renewed Request - Please Delete Parry from the game
You mistook me with someone else :P
My opinion about parry didn't change since 2.0 when they nerfed main stats affecting parry str/rate.
And again, making a counter for each parry which will be critical would add an attack with potency of roughly 150.
Raw Intuition? Dark Dance? Melded gear? MT would start to be simply OP.
Not to mention DRG and his keen flurry. DRG quests, levequests, ...hell, i would drop Job stone to use keen flurry as cross class skill and simply spam levequests twice as fast as i would do it normally.
I really don't see how anyone could take this seriously. Lets drop our job bonus, 3.0 rotations, and sometimes even gear to utilize parry more....? ._.
Or you can have a level 60 sit in your party and do the Levequests for you or just stack crit like a sane person xD. Solo content does not balance itself. When they balance, they balance around Group composition in PVE and PVP. DPS will stack crit if it aligns for them, unless they are a little slow, which explains why they are doing so many solo leves for EXP, but level however you want. :O
Also I explained that skills like Raw Intuition, Dark Dance, and Keen Flurry would need adjusted. Anywhere from "attacks parried will not gauruntee a 100% critical hit on the next attack" Or "Attacks parried will have a 20% chance to be a Critical Hit on your next attack."
I said that too xD
Last edited by Rawrz; 04-19-2016 at 11:53 AM.
Make it like crit; it affects parry rate AND damage reduction from parries.
Dat Deeps meta doe.
Tanks: "Parry is bad because when you're OT it's useless"
Healers: "Accuracy is important because it has the most significant impact on your DPS"
So, one wants to avoid a stat because it's not useful when you're DPSing and the other wants to add a stat that is ONLY useful when you're DPSing, both sacrificing stats to lower their proficiency in their roles and responsibilities in order to increase their DPS. I do understand why, I just think it's funny, and in the case of tanks that particular argument about it not helping when you're OT doesn't hold too much weight with me unless you don't actually tank things at your level. You should be gearing to be a tank first, and work on an OT setup second.
...In any case the real issue is the impactfulness of parry, and since we're just a bunch of meat shields trying to make our way through a DPSers world, I feel that parrying an attack could cause a temporary spike to your critical hit rate in order to make it more valuable (or even guarantee a crit?), but it should still get buffed at what it does.
Also, striking real hard after a parry sounds legit.
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