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  1. #1
    Player
    Sarcatica's Avatar
    Join Date
    Mar 2015
    Posts
    663
    Character
    Sarcatica Lin
    World
    Tonberry
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Brian_ View Post
    That's just not true. If every job could do 2000 DPS by pressing 1 button, then a lot more people would clear hard content. If every tank had on demand hallowed ground for every tank buster, then a lot more people would clear hard content. If healers had a surplus of infinite range instant AoE healing / shielding, then a lot more people would clear hard content.

    Yea, the mindset is obviously also important. But, how hard or easy the game is to play also obviously has an impact on clear rates.
    The mindset in this case is obviously conscious of the current skillcap that every single job has atm. If you always have a really good CD up for every single tank buster, that hard content is no longer hard by any definition. The contents are always working around the job balance, for the worse or better.
    (0)

  2. #2
    Player
    Eliroth-Kaminari's Avatar
    Join Date
    Oct 2016
    Posts
    78
    Character
    Moku Satsu
    World
    Odin
    Main Class
    Dark Knight Lv 90
    it is getting on my nerves already calling parse value DPS is not correct its average damage over encounter time. Not Damage per second.
    DPS ACT give u is total dmg done by person / time in combat.
    Meaning:
    time spent dead.
    Time spend talking whit phone.
    Time spent patting your cat.
    Time spent ressing dead player(summoner)

    For ppl who dont get it what i mean its like compareing your car Speed whit avarage speed u get from work to home.

    all change that value.
    DPS is dynamic number that change every second frame.

    Anyway got that off my shoulders.
    Tank life is not easy in that sense that there is no value to show how useful they are.
    Healers have HPS Damage dealers have DPS. Tanks dont have damage mitigated per second.
    I dont disagree fact that if tank push dps it will make encounter end faster meaning u wont hit enrage when your damage dealers sux. Down side is what is what u give awey is damage mitigated. Now each raid group have 2 healers if tank go off tank stance 1 healer need keep tank alive and 1 need keep party alive instead 1 healer healing and WM killing boss.

    So tank stance drop in one way move dps from healer dps > to tank but. Placing much thought in it who knows who would make more dmg. i quess tank until healers accuracy BS is fixed.

    What i what see is few little changed 1 thing is give our default main tanks DRK and PLD something that equals storms eye. Like blunt Resistance or magic dmg Resistance down.
    Give PLD and DRK way of swapping Stances without GCD getting on way whit oGCD.
    Give PLD 1 addion AOE so PLD have Similar situation whit DRK circle = Salted and new one equa abyssal.
    Revalue DRK Living Dead its getting dangerous to use now that tanks hit 40k health because it is hard to heal 40k up in 10s if u dont have WM and there is party to keep alive aswell.
    (0)
    Last edited by Eliroth-Kaminari; 11-07-2016 at 07:50 PM.

  3. #3
    Player
    DaulBan's Avatar
    Join Date
    Jun 2016
    Location
    Limsa Lominsa
    Posts
    282
    Character
    Daul Ban
    World
    Ultros
    Main Class
    Paladin Lv 80
    has nothing to do with tanking
    Has nothing to do with bad tanking I guess, but then again people think that tanks would be just fine if all they did was 0 damage and generate enmity because they're content with it. Oh well.

    not related to tanking at all
    I mean you could think that, but I mean, then again you don't raid as a WAR so what would you know about lining up your combos for swaps appropriately, making sure that your debuff (that works, in case you never heard) is applied, making sure that you can pick up an add out of stance to burn it faster because you have a buff up... Or I could be a bad tank. That doesn't make sure that they hit their debuffs and their aggro when they should. Because they think it doesn't matter.

    I guess I'll rewrite that in a way which makes more sense to you because this is sort of embarrassing.

    All the fights on the game work on timers and % values of Boss HP. A cooldown rotation will always exist for tanks, and it's not a unique situation to them. Healers use the exact same healing rotations every time, dps use the same cooldown hold or use decisions every time. It's not unique to tanks. So long as you can learn a fight and implement that knowledge your cooldowns are always going to have priority and effectiveness. Once you kill a boss for the first time you have a rough idea of how your CDs will work from then on out, it's called fight knowledge. It's what separates a bad tank from an alright one, knowing when to press which button.

    Not knowing when to do what comes with learning, that's when tanks will shine. But of course it's going to be easy after that... It's called not forgetting what you've learned. It's not bad fight design, it's called 'learning'.
    (0)
    One day I'll be the MT mountain I want to be... But that day is not today. (As of Patch 3.2)

  4. #4
    Player
    aleph_null's Avatar
    Join Date
    Mar 2016
    Posts
    690
    Character
    Aleph Alpha
    World
    Tonberry
    Main Class
    Warrior Lv 80
    In my opinion even if mitigating and holding aggro is very difficult that it requires you to stay tank stance 24/7, dps will always be a valid way to benchmark a tank. Regardless of how much damage you need to mitigate, there will be a point where you have mitigated enough for the healers to heal comfortably (might require higher gear), and from that point on you'll focus on improving your dps. The same holds for healers, even if at the start of progression they need to heal 24/7 without getting any chance of popping cleric stance, once they gear up and get used to the fight they'll inevitably have rooms for dpsing since the gears you get from the raid are obviously better than the gears you wore when you cleared it (unless they change the vertical progression system). As long as the fights are tuned at lower ilv than the drops they offer, there will be rooms for more focus on dpsing, since tanks get tankier and healers' healing output rise when they gear up.

    Heck even staying fully in tank stance good tanks will still outdps the bad ones, so I don't really understand why you're so against people comparing tanks based on their dps output (or maybe to be more precise their group dps, since putting extra strain on healers until their dps loss outweighs your personal dps gain is detrimental to your group).
    (2)
    Last edited by aleph_null; 11-08-2016 at 05:57 AM.

  5. #5
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by aleph_null View Post
    In my opinion even if mitigating and holding aggro is very difficult that it requires you to stay tank stance 24/7, dps will always be a valid way to benchmark a tank. Regardless of how much damage you need to mitigate, there will be a point where you have mitigated enough for the healers to heal comfortably (might require higher gear), and from that point on you'll focus on improving your dps.
    First, we're really far from that sitution for now
    Second, you could be creative with enmity so that you always want more of it. The fact that tanks are basically the only role when you can have "too much" of something is, for me, a design flaw.
    Quote Originally Posted by aleph_null View Post
    Heck even staying fully in tank stance good tanks will still outdps the bad ones, so I don't really understand why you're so against people comparing tanks based on their dps output (or maybe to be more precise their group dps, since putting extra strain on healers until their dps loss outweighs your personal dps gain is detrimental to your group).
    Let's be honest, the debate of what tanks are supposed to do doesn't concern these "bad" tanks. I'll never advocate for neglecting your DPS when all you do is auto-attacking or just spamming RoH. The meta goes far beyond that, and this is what bugs me, alongside the fact that the game does not require much skill as a tank before tackling savage raid.
    (0)

  6. #6
    Player
    aleph_null's Avatar
    Join Date
    Mar 2016
    Posts
    690
    Character
    Aleph Alpha
    World
    Tonberry
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Reynhart View Post
    Second, you could be creative with enmity so that you always want more of it. The fact that tanks are basically the only role when you can have "too much" of something is, for me, a design flaw.
    How would you do it?

    And by the way healers also deal with the same thing, overhealing isn't useful. More healing output is good because that allows you more time to dps by reducing the number of heals you need to cast, and fortunately in this game healer's dps scales together with healing output (thanks to cleric stance)
    (0)

  7. #7
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by aleph_null View Post
    How would you do it?
    I thought of an intimidate status. The more enmity you gain the more you reduce the ennemy stats (Attack, defense, etc...) You could also have different effects tied to enmity. For example, you could "spend" enmity to infuriate a boss, increasing its damage, but forcing it to only do auto-attack for a few seconds, allowing you to skip (or at least, delay) a particularly nasty special attack.
    Quote Originally Posted by aleph_null View Post
    And by the way healers also deal with the same thing, overhealing isn't useful.
    Except that more piety doesn't automatically means overhealing. The more you have, the more powerfull your spells are, allowing you to bring people up faster by having to cast less spells.
    (0)
    Last edited by Reynhart; 11-08-2016 at 08:40 AM.

  8. #8
    Player
    FinalWolf's Avatar
    Join Date
    Apr 2015
    Posts
    401
    Character
    Rex Inferorum
    World
    Malboro
    Main Class
    Warrior Lv 70
    Dark knight needs to be trimmed a little bit. Sometimes I find myself looking at my hot bar more than the actual fight.
    (0)

  9. #9
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    Quote Originally Posted by FinalWolf View Post
    Dark knight needs to be trimmed a little bit. Sometimes I find myself looking at my hot bar more than the actual fight.
    A good way to solve this problem (same with DRG) is to create a seperate hotbar, upscale it, and put all your cooldowns on there. That way you only need to do a quick glance and you'll know what's available. Though I do agree that DRK is a bit cluttered, and found it strange that they focused so much on DPS abilities for DRK - it's kind of why DRK feels like PLD but with more random DPS CDs to keep track of.
    (2)

  10. #10
    Player
    Sarcatica's Avatar
    Join Date
    Mar 2015
    Posts
    663
    Character
    Sarcatica Lin
    World
    Tonberry
    Main Class
    Dark Knight Lv 70
    Eh, all these discussions are useless. Let's just say that good tanks will be able to adjust to whatever SE has in mind for 4.0 and beyond. Amen to that.
    (0)

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