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  1. #11
    Player
    EdwinLi's Avatar
    Join Date
    Aug 2013
    Posts
    4,889
    Character
    Edwin Li
    World
    Balmung
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Ragnarokl View Post
    My only concern about a mage tank like people are describing here is how useful it is without that stat swaping stance, like can you turn it off or are you instantly dead if you do.
    Also wouldn't a counter basesed tank be locked into the MT position.
    There is also the concern with how will Countering work in max level and endgame fights as many boss/endgame fights does not give Tanks much time to stand still and wait to be attacked or else risk getting destoryed by a attack that cannot be blocked/avoided/countered and the entire party starts catching up with the Tank's Aggro.


    SE will need to make the aggro amount gained from Counter skills to be decent enough to make up for the lost aggro for not attacking while waiting to be hit to use their counter skills along with taking into account the unavoidable attacks that Tanks can only survive through their short Invincible skill so that this Tank does not become the only Tank with multiple Invincible Skills through the use of their counter skills where Paladin, Dark Knight, and Warrior only have 1. Then there is the Magic and Physical base attacks they must take into consideration so they can make certain the Tank can Counter both Magic and Physical without causing the Tank job to outshine the current 3 other tansk being Paladin, Warrior, and Dark Knight. Then there is also the consideration of how the Magic and Physical attacks can be countered either by keeping all Counters affecting both or separate counters only working on the two types attacks separately. Both choices have their ups and downs being mostly balance issues as there is no possible way to determining the Attack type being used making Counter skills that work separately hard to use without using memory or a guide to tell them what attacks does what and if Counter affects both then people may start complaining that SAM Tank is too OP in his or her defense ability that it makes the other tanks unneeded unless players want to use them for fun.

    There is a lot of issue SE must consider first before adding it into the game and sometime their choices are very questionable with one such example being how they changed Machinist's original planned mechanics to focus on using different weapon modifications into what it is now.

    It is more than just what the Tank will bring to the game through positives, either short or long term, but also what kind of negatives they will bring as well. The negatives must always be considered when a new Job is released so the issues can be resolved first before release or else we get a large imbalance mess of new Jobs being too OP or UP.
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    Last edited by EdwinLi; 05-07-2016 at 04:42 AM.