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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,783
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Though I feel like Heavy Swing may as well join the other tanks at a 60-TP opener, there's really 0 need, since Warrior makes up for it with free Stack-spender skills and Deliverance-Equilibrium.
    Similarly, Overpower is already one of the highest enmity outputs in the game. It doesn't need a further increased enmity modifier. All that would end up doing is ensure that people use it over Tomahawk to secure enmity upon approach.

    What I do feel like Warrior needs is a revision to Defiance, allowing its healing taken multiplier to affect abilities. This was the case when all healer abilities were %HP (Lustrate and Benediction), but it has since been relatively nerfed due to Lustrate's change to potency and the addition of other healing abilities, none of which are covered by Defiance.

    I can understand SE's unwillingness to have abilities like Synastry or Divine Seal affect healing Abilities, as those abilities would otherwise be stuck within the windows of those buffs for optimal usage, reducing their freedom and readiness, but having healing taken modifiers like Defiance, Mantra, and Convalescence only affect healing Spells seems wrong.

    I'll take the cover CD reduction, sure. Though that bit may need to stay out of PvP.

    Unleash similarly doesn't need an enmity increase. You already have a 20% stronger option in the form of Abyssal Drain. (AD = .12345 potency per MP, whereas Unleash = .12579 potency per MP. There is, effectively, no difference in efficiency.) The only reason we keep Unleash on our bars after getting AD is that we can't cast AD on ourselves; often enough a given mob may be out of range from another's AD radius, but not from the self-centered Unleash radius.

    The most reasonable change to counter the adverse affects of LD with increased Vitality (or simply, gear) would be to average the requirement with the max HP that would be present on a i145 or i160 full-Vit DRK. Cuts the adverse scaling effects by half. A reduction such as your suggested 50% would also work, of course, albeit with an unintended buff at lower gear levels. Ideally I'd just like SE to see again if they can create a system for negative HP, as Living Dead always seemed have been intended for.



    Brief counter-suggestions:
    • Consider reworking evasion systems from scratch come 4.0. Should aim to create synergy, rather than potential conflicts, between blocks, parries, dodges, and enemy accuracy reductions.

    • Consider severe reworking of GLD and PLD for 4.0.
    • Cover CD reduced from 120 seconds to 90 seconds.
    • Flash enmity now scales with Fight or Flight.
    • Spirits Within now self-heals for an amount equal to the potency lost to its attack. (At 33% HP, would deal 100 potency and heal for 200 potency.)

    • "Healing magic" now includes healing done by healing Abilities.
    • Defiance-Equilibrium healing reduced by 20%. (10% less normally, 5% greater when stacked with Convalescence.)
    • Fracture potency over time increased from 20 to 25. Total potency increased from 220 to 250 base, or from 300 to 350 traited. TP cost increased to 90. (Efficiency nearly equal at 2.77 from 2.75 TP per potency.)
    • Deliverance damage dealt modifier reduced from 5% to 3%, but critical strike chance increased from 2% per stack to 3% per stack.
      Increased urgency in Warrior rotations. Dragoon now has at least some small reason to use Fracture, situationally, when out of BotD rotation. Monk dps and TP consumption increased. Fracture is now always the superior DoT solo choice over ToD if the target won't live for more than 18 seconds longer.


    • Dark Dance now also grants an increased parry chance equal to half the %HP the attack against you would have done if unmitigated. Only one parry can be guaranteed.
    • Souleater now generates 50% of damage as healing regardless of stance. The Soul Devourer trait causes Souleater to also generate 50% of damage as shielding when in Grit.
    • Grit MP cost reduced by 50%.
    • The healing requirement to dispel Walking Dead has been averaged with 15000 for characters over level 60. (This is within racial stat dependent range of an i145 level 60.)
    • Sole Survivor may now also be used on an ally, diverting half your parry chance and self-healing to the target based. Any parries made by either will trigger on-parry effects for both. If either dies during the effect, the other gains 20% of maximum MP and %HP. (Any overhealing at either end will go to the other. Strength of parries granted are based on your own stats and effects. Effects such as Dark Dance's guaranteed parry work off both you and the target.)
    • Sole Survivor cooldown reduced from 120 seconds to 90 seconds.
      Sole Survivor now functions as a much lesser alternate Cover and a way to proc Reprisal as the OT. Cooldown now meets a multiple of Reprisal's.
    (2)
    Last edited by Shurrikhan; 07-25-2016 at 12:03 PM. Reason: Forgot Grit MP cost... How do I forget that?...

  2. #2
    Player
    Ceasaria's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    1,332
    Character
    Ceasaria Pheonixia
    World
    Moogle
    Main Class
    Samurai Lv 80
    Quote Originally Posted by Shurrikhan View Post
    [*]Consider severe reworking of GLD and PLD for 4.0.
    Why ? Any suggestions for 4.0 ?
    (0)

  3. #3
    Player
    konpachizaraki's Avatar
    Join Date
    May 2015
    Posts
    173
    Character
    Grandfall Fraxinus
    World
    Tonberry
    Main Class
    Warrior Lv 70
    warrior
    1.berserk:remove the pacification debuff and increase the berserk duration to 40 second and reduce it's cooldown to 60 seconds
    2.vengeance:increase the damage reduction to 50%, the damage reflection potency to 100 and increase the duration to 30 second and reduce it's cooldown to 60 second
    3.deliverance:increase the damage increase to 20%,increase critical hit rate by 10 %a per bandon stack and every fell cleave is guaranteed crit hit
    4.thrill of battle:increase the maximum HP from 20 to 40 % and increase it's duration to 60 second and reduce the cooldown to 90 seconds
    5.defiance:remove the damage reduction,increase the HP to 40% and every inner beast is guaranteed crit hit
    (2)
    Last edited by konpachizaraki; 08-02-2016 at 03:52 AM.

  4. #4
    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 Shurrikhan View Post
    Consider severe reworking of GLD and PLD for 4.0.
    What is wrong with Paladin outside of its AOE damage potential (which should be buffed to...actually have it)?
    (0)

  5. #5
    Player
    Xenosan's Avatar
    Join Date
    Sep 2011
    Posts
    1,021
    Character
    Goffard Gaffgarion
    World
    Sargatanas
    Main Class
    Dark Knight Lv 73
    I'm partial most to an Enhanced Parry trait for tanks present and future, unlocked at level 20, unique for each one. (like to add 2cents where i can)

    ****parry buffs that won't happen but a boy can dream*****

    Enhanced Parry (Warrior)
    +15% Attack Speed for the next GCD (and remaining GCD) on Parry Proc

    [* Every DPS/Tank already has every incentive to keep their GCD wheel spinning. If WAR parries an attack while their GCD is idle (not spinning), they only receive the +15% increased GCD speed for 1 GCD. But if the GCD wheel is already spinning when the Parry procs, then the remaining amount of current GCD spin is increased as well the next. So instead of just 1 GCD it's 1.x GCDs. Raw Intuition gets a lot more interesting. I think it's a suitable identity and play mechanic for the 'Berserker' job. Goad please.]

    Enhanced Parry (Paladin)
    When parrying an attack, the next Weaponskill will inflict a critical hit.

    [* Pretty cookie-cutter, but Crit is king.]

    Enhanced Parry(Dark Knight)
    When parrying an attack, MP is restored.

    [* Either same or fraction of the amount of a Blood Price MP restore. DRK doesn't learn Blood Price until a higher level, so this will help at lower levels. Parry mechanic works as a passive Blood Price trait. Dark Dance becomes even more versatile.]

    **** ****
    Quote Originally Posted by Instrumentality View Post
    What is wrong with Paladin outside of its AOE damage potential (which should be buffed to...actually have it)?
    I think the purpose of the shield needs to be redefined, personally. The Low Blow reset chance of Parry procs on Dark Knights for example, for me that makes more sense as mechanic for shields, shield block RNG procs, and Paladins (being a DRK, I'm not complaining tho!).

    That Swipe adjustment was disappointing for me - redeeming strictly on grounds of being made oGCD. But I thought they could have been more creative (and still can be in the future) for different types block proc triggers and perks.

    A slightly faster GCD would be appreciated, just to contrasts PLD from DRK/WAR and other 2 handed weapon users (which essentially all other jobs are, since SE hates 1-handed WHM/BLM). But in making a change so integral like that they'd have to retouch the entire kit, WS potencies, TP costs, etc. I think that's what they refer to as a severe reworking. Changes so core that they may require adjustments for everything else down the pipe.

    Also would like Block Strength to fluctuate based on damage amounts relative to PLD attack power (version of the Strength scaling of Block strength in 2.x that isn't linear, and wouldn't become OP like it would have if they had kept it. Instead of removing it - why not fix it ; ; ).
    (0)
    Last edited by Xenosan; 08-03-2016 at 02:59 AM.

  6. #6
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,783
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Instrumentality View Post
    What is wrong with Paladin outside of its AOE damage potential (which should be buffed to...actually have it)?
    Chiefly unique means of creating interesting gameplay outside of its choice utilities. Originally this was a non-concern in that it was the quintessential tank. Now that it is not, or is certainly not unique in that lineup, I feel it needs a bit more to feel fleshed out as a class/job. I also just feel like there's a huge amount of yet untapped potential it could use.

    Edit: For instance, in line with the evasion/deflection (RNG mitigation) system revisions I suggested, you could make it so blinding not only increases dodge chance, but makes it easier for you to block and parry blinded enemies, in other words opening them up to a variety of your tools rather than just chunkily increasing RNG mitigation. You can allow dodges, blocks, and parries to stack to some degree (the block reduces damage dealt, rather flatly, the parry reduces enemy accuracy based on your own and your AP, and your evasion decreases [tapers off] the portion of damage to be taken from the attack—unique but simultaneous systems with greater gameplay and priority differentiation). You can, unique to GLD/PLD, allow dodges, blocks, and parries to perhaps hit nearby enemies upon having missed or glanced off of you, based on the amount RNG-mitigated and your positioning. Awareness can be adjusted to not only reduce critical strike chance against you (and many may rejoice if the CD was reduced to 90s by default), but in GLD/PLD's case allow parries behind you. Or, Awareness may even be made something else entirely, while enemy crits are no longer automatically immune to blocks and parries. All's up for grabs, as long as it creates compelling gameplay in which the three tanks remain balanced. (Now, of course, with the above changes you'd also want some new limiter to mob turning speeds and behavior as not to play havoc on melee positionals when you're making mobs tear each other a new one in a very GLD-unique form of AoE.)

    Some (to me) attractive but entirely rough spitball concepts:
    • Redirecting attacks (a unique source of AoE damage, or one that GLD/PLD most excels in due to its greater control over its RNG mitigation sources).
    • Tank/DPS stances as... neither, and both. E.g. Sword Oath can have particular uses in parrying and suppressing, while Shield Oath can still dish out a mean ton of additional shield-based damage, offering alternate suppression and cover in the OT position.
    • Can 'daze' (a new, no-DR effect) following a block/parry of x% of the original damage (see below), reducing their resistance to your next attack within, say, 1 second.
    • Direct CD synergy, including on the cooling rates themselves. Certain skills, procs, or effects may advanced certain CD timers. This should be used in order to create tactical thought between immediate and long-term choices, not just to embonus uptime.
    • Whatever looks like an AoE, is to some regard an AoE. (PLD would probably have the least power in this concept, making up for it only with greater Attack Redirection, but can nonetheless line up mobs into a single RoH, alternate right and left cleaves with FB and SB, cut between enemies with RA, or even, say, cumulatively spread debuffs in its 450-degree spin starting from 270-degrees.) [That last bit standing as an example of too extreme of geometric effects.]
    • Channeled mitigation skills - Shield full out there, meant more for taking many smaller attacks than being an obligatory save from tank-busters. Has its own recharge rate to reach full effect again. Offers certain tanks, at certain times, a playstyle slightly divorced from the GCD-locked gameplay of the rest of the game.
    • Flex systems, perhaps through AP absorbed creating bonus AP over the next X duration, or even bonus attack speed. In this way, a channeled mitigation skill, if deemed core to the job's identity and used skillfully, doesn't necessarily upset your rotations or damage dealing. You feel like a tank, who will prioritize like a tank, but not like a "turtle" who has to sacrifice any other real gameplay for those especially tank-ish options when used.
    • Accuracy, rather than damage itself, now carries the +/- 5% maximum deviation. Accuracy now determines damage, tapering off exponentially with missing accuracy. The soft-cap for accuracy has decreased. Its hard cap has faintly increased. (Real implications below)
    • RNG mitigation systems are no longer static scalars, nor mutually exclusive. They now remove a combination of flat and percentile damage based on the tank's attack power, their accuracy, and enemy accuracy. Blocks remove flat damage based on attack power and shield type. Parries reduce enemy accuracy based on the tank's attack power relative to the attack's would-be damage (technically, a flat amount [AP] creates a flat reduction, through exponential percentage mitigation [lost accuracy]). Evasion offsets enemy accuracy, reducing [truly] percentage damage taken [relative to enemy accuracy]. This means that none are individually likely to be too strong or weak and all may be much more reliable now that they now longer give all or none of their mitigation.
    • As a result, certain skills that would decrease enemy damage through stat reduction, %damage reduction, or blinding now have additional synergy (rather than occasional reverse-synergy) with dependent and alternative skills. Rage of Halone not only weakens the original blow, but allows an additional percentage (albeit the same flat amount) to be reduced by the following parry or block, while Flash or DA-DP would increase the relative effects of evasion or parries.
    • Certain 'suppressive' weaponskills, like Rage of Halone or Delirium have had the systems they affect adjusted slightly such that these weaponskills now also have some offensive merit. Put simply, some mobs are better able to now defend themselves, but those defenses can be weakened by such weaponskills because of the above changes. For instance, enemies may be more able to block or parry; Rage of Halone, by reducing enemy strength, reduces the AP by which they could affect yours and your allies attacks with either, while also reducing the health they'd generate with AP-based self healing abilities.

    Some spitball skill revision ideas as directly applicable to PLD:
    • Royal Authority itself now generates some attack speed, stacking up to three times, but each stack fading individually. RA's own damage decreases per stack. (Essentially, this opens up a couple new rotational possibilities in combination with the fillers below, allowing for more tactical gameplay that might wait until a stack is about to fall off, readying a burst of speed, and then secure the next two stacks. Whether RA is spammed or used individually, its damage over time remains the same. Its only true internal re-balancing is higher enmity output from more frequent Savage Blade uses.)
    • Shield Swipe no longer requires a block, but only functions off-GCD following block, and cannot do so again for 15 seconds. This cooldown shows over the ability, even while still available only as a weaponskill. This allows for filler in the OT rotation, and gives the GLD/PLD more readied access to Pacification. Shelltron remains a damage-augmenter at worst.
    • Your Oaths are now charged abilities that generate an additional effect and its duration over their charge time of 1/2 to 2 GCDs. Sword Oath generates attack speed, Shield Oath generates additional defense and builds 'blocked' resource.
    • The base effect of Sword Oath has been changed to grant Crusade. Each attack you use without a combo bonus generates stacks of Crusade. Crusade allows you, at stack cost based on combo position and steps skipped, to skip parts of a given combo, or duplicate your last attack, without losing the combo bonus. Damage (direct) or duration (DoT) of Crusade-affected skills face some reduced damage. Used optimally, the value of Sword Oath in single-target should be around 14%. In a cleave situation, it may be far superior. Though the simple idea of a stack system is already used by Warrior, that in itself is far from a redundancy. What Crusade allows should be a yet unique form of accelerated gameplay.
    • Shield Oath now also allows you to store blocked damage as a resource, empowering and allowing you to cleave with your shield skills. I'll leave the rest to your imagination.
    (0)
    Last edited by Shurrikhan; 08-03-2016 at 04:34 AM.

  7. #7
    Player
    Instrumentality's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    413
    Character
    Eureka Evergarden
    World
    Excalibur
    Main Class
    Paladin Lv 70
    It sounds like you want Paladin from Cata/Panda era WoW to be directly ported over to XIV?

    That could be ok, I guess.
    (0)
    My life while tanking is an existential hell from which there is no escape.

  8. #8
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,783
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Instrumentality View Post
    It sounds like you want Paladin from Cata/Panda era WoW to be directly ported over to XIV?

    That could be ok, I guess.
    Not remotely.
    Retribution Aura does not allow you to use enemy attacks to strike other nearby enemies; it merely deals flat damage per hit, excelling only against numerous light blows. Prot PLD could daze, but this did not increase vulnerability or decrease evasion, let alone against the set PLD specifically (what you see with Warrior's CS, etc.). WoW PLD has no combos; it's a whack-a-mole CD priority rotation. WoW PLD makes few if any compromises. Prot PLD itself required at that time (and still does, imo) little foresight, whereas the above suggestions would desire considerable setup. WoW PLD has no weapon-prioritizing stances. Cata's Vengeance bonus tank AP mechanics were based on base damage taken, iirc, not just mitigated. I don't recall any way (until Legion Holy PLD) that positioning could have an effect through unique class mechanics. Cata/Mists PLD merely had Holy Power stacks generated from filler to be spent on a variety of nukes (much more freely than our combos), not differentiatiable resource stacking for accelerated outputs (Sword Oath above) or readied defenses/utility (Shield Oath above).
    (0)

  9. #9
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,882
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    At level 60, Unleash costs 795 MP. Flash costs 707 MP.

    You don't need the option to switch oath at a moment's notice. If you need to swap following Flash spam, you'd burn through your MP leaving about 900 MP in reserve. If not, you'd just burn through it all and wait for it to regenerate with GB combos on every mob. What does it matter if you hit 0 MP on PLD? It's not like you lose 15% of your outgoing damage and lose access to a large part of your toolkit like you do on DRK. There's no comparison.

    If Flash does damage, it should cost TP. That's a resource that you'd actually care about on PLD.
    (0)
    Last edited by Lyth; 07-25-2016 at 06:21 AM.

  10. #10
    Player
    Kitfox's Avatar
    Join Date
    Nov 2011
    Posts
    1,113
    Character
    Lynn Nuvestrahl
    World
    Moogle
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Lyth View Post
    At level 60, Unleash costs 795 MP. Flash costs 707 MP.

    You don't need the option to switch oath at a moment's notice. If you need to swap following Flash spam, you'd burn through your MP leaving about 900 MP in reserve. If not, you'd just burn through it all and wait for it to regenerate with GB combos on every mob. What does it matter if you hit 0 MP on PLD? It's not like you lose 15% of your outgoing damage and lose access to a large part of your toolkit like you do on DRK. There's no comparison.

    If Flash does damage, it should cost TP. That's a resource that you'd actually care about on PLD.
    Then PLD would need massively better TP management, look at everything WAR has. PLD runs out of TP way faster than the other two tanks already as it is. By far the easiest way to fix PLD would be to have a MP costing AoE in place of Flash and just balance the cost/potency properly. Yes, meta says that Clemency and Stoneskin are useless and pointless, but those are still things that can't be used if you bottom out on your mana.

    The usage is exactly the same as DRK. You spam your hate AoE until you're fairly low on mp and then start cycling your mp combo. Yes, DRK has MP drain and Darkside, but those don't really change how you would use the abilities, not to mention DRK has way more tools for regenerating mana.
    (0)
    Last edited by Kitfox; 07-25-2016 at 07:48 AM.

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