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  1. #71
    Player
    Brannigan's Avatar
    Join Date
    Mar 2011
    Posts
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Sarcatica View Post
    2. PLD don't have enough CDs to cycle in A12S, leading to taxing WAR to tank some tank busters, unlike DRK (DADM OP). PLD's overall A12S clear is about 10% of DRK's.
    I mean it's not amazing but you do have at least a Rampart for everything.

    https://www.youtube.com/watch?v=UBzS...ature=youtu.be

    took this tonight just cause I wanted to paladin it. Played drk on the other floors for funsies. Paladin and DRK are really too similar so sometimes you just gotta accept that you'll have to switch.


    Anyway to get back on topic if they want to close the gap between decent tanks and bad tanks they'll probably need to make tank stance way more required for actual tanking - probably by by buffing tank stances to like 40% (or equivalent) mitigation and increasing boss damage to match. Alternatively they could make the tank stance enmity (even more) required. That'd suck but it's one way to do it.
    (2)
    Last edited by Brannigan; 10-26-2016 at 12:34 PM.

  2. #72
    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 Brannigan View Post
    One Ilm Punch is the actual best place to start).
    I am legit the saddest person alive every time I read this (I'm just mildly sad and prone to hyperbole at midnight). This skill is incredible for pvp and we're going to probably lose it because they can't figure out what they want out of it in PvE.

    Awareness can head right on out the door, though.
    (0)
    Last edited by Instrumentality; 10-26-2016 at 02:04 PM.

  3. #73
    Player
    Brannigan's Avatar
    Join Date
    Mar 2011
    Posts
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    I mean yeah One Ilm Punch is a great PVP skill... so they should make it a PVP skill. There's no reason there can't be a PVP-only WS. Actually, what I'd prefer is if they just added like 4 other dispels to the game and then made dispelling buffs a thing in PVE, but that's not gonna happen. Monk has a LOT of garbage though compared to other classes. Like their stances are all of questionable value (you could probably give them all 3 at the same time and it wouldn't be OP), One Ilm Punch, Haymaker, the AOE Silence, etc. Featherfoot looks good compared to some of those.
    (0)
    Last edited by Brannigan; 10-26-2016 at 02:46 PM.

  4. #74
    Player
    Synestra's Avatar
    Join Date
    Oct 2013
    Posts
    1,071
    Character
    Nel Synestra
    World
    Moogle
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by Brannigan View Post
    snip
    Timing Shelltron right by counting/remembering amount of enemy AA's before bighitter makes it so awesome CD imo! I hope we see more CD's like that in 4.0.
    (1)

  5. #75
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Shurrikhan View Post
    Except I'd imagine those two concepts are much more distinct than our three tanks.
    I don't want to go into this much, but suffice to say I'm glad Utsusemi tanking doesn't exist here and will likely never darken our doorstep. Trust me, you do not want that garbage messing with balance and design here like it did in FFXI.
    Heck, it sounds like one's a meat-shield and the others a kiter, which would have very real scaling differences, differences in how the tank MUST be played, and more.
    Grr...okay fine.

    Nonsequitur:
    The reason they called it blink tanking was because Ninja in FFXI had a skill called Utsusemi that gave them stacks of invulnerability (WHM and RDM had a spell called BLink that did the same thing, except the proc was not guaranteed and the cast time was long). The ability was meant for self-preservation, but players, being players, used it as a way to tank mobs.

    So while a PLD or WAR would get their faces bashed in and require lots of constant healing (because exp parties LOVED going after the equivalent of skull-level mobs because said mobs gave 200 exp per kill, ignoring that to kill these mobs it took forever and required you abusing the stat system to get around level correction), a NIN spamming Utsusemi would hold aggro via Provoke + whatever damage they were dealing and require little to no healing at all (a really big deal because not having to wait for healer MP between pulls meant you could kill more mobs without rest).

    Players eventually kicked WAR to the curb from tanking (and so did the devs, which is why they later gave it more damage-oriented skills), and decided PLD was a blood tank (took damage), and NIN was a blink tank (took no damage from most attacks, including spells).

    The devs eventually got around to tweaking Utsusemi a bit and started giving mobs abilities that stripped all invulnerability stacks, but it was still a broken ability that messed with a LOT of aspects of class design and player dynamics. It was basically as if WoW's devs had never nerfed Reckoning Bomb under the excuse that it made paladins unique or some nonsense.

    Putting similar mitigation systems on each under different guises that do not bring out different gameplay
    I'm not sure how you're equating pushing a button to reduce damage (PLD), stacking additional effects with on-demand mitigation (WAR), and negating damage while recovering HP (DRK) into similar mitigation systems.

    I won't deny that tanks should have common denominators (an invincibility, a strong flat percent mitigation cooldown and the ability to taunt mobs), nor that all tanks should have some baseline mitigation before getting into the gameplay and mechanics of each.
    I feel like I get what you mean, but again, I just don't think Drains are going to be the way out, especially not standard ones. Nor refunders/reactive drains.
    I wouldn't limit DRK entirely to drains. They'd just be a more noticeable aspect of how they mitigate damage. I mean, comparatively speaking it's not like Death Knights had only Death Strike+Blood Shield to mitigate damage. It was a combination of those mechanics plus Icebound Fortitude, Bone Shield, and inherently superior parries. The same principle would sort of apply here.
    (3)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  6. #76
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by Brannigan View Post
    Anyway to get back on topic if they want to close the gap between decent tanks and bad tanks they'll probably need to make tank stance way more required for actual tanking - probably by by buffing tank stances to like 40% (or equivalent) mitigation and increasing boss damage to match. Alternatively they could make the tank stance enmity (even more) required. That'd suck but it's one way to do it.
    There are two 'gaps': a skill gap and a performance gap. The present stance design allows a tank who is less familiar with the damage patterns in a fight to give themselves an extra defensive cooldown by sacrificing their damage output. You sacrifice performance to tank something that is pitched at a higher skill level. It's a bit like having different difficulty settings.

    If you make tank stance mandatory, or if you remove stances altogether, then you can't pitch the same fight to people of different skill levels. Failing a mitigation challenge results in a death or a wipe. Without the safety net of tank stance, a fight pitched at a higher difficulty becomes inaccessible to less experienced tanks, instead of merely lowering their dps. The fights then have to be pitched at an easier difficulty, to allow for players with inefficient cooldown usage to clear.

    If you wanted to reduce the performance difference without running into this problem, you would need to reduce the damage penalty on tank stance. This would make it so that higher tank stance uptimes would reflect less poorly on your dps. I'm not advocating this, nor do I feel that this needs adjusting.

    I would, however, like to see fights where it was more challenging, but still possible to stay out of stance, potentially through carefully timing short duration, short recast cooldowns like Sheltron (in addition to correctly managing long recast cooldowns, though: if you can mitigate everything with just a short recast move alone, then it defeats the purpose of having a cooldown rotation). I'd like to see fights that cater to a broader range of skill levels, rather than a narrower range. The skill gap is a good thing - it gives players more room to grow. The only requirement is that the content remains accessible (i.e. narrower performance gap) so that novice tanks have the opportunity to do so. There doesn't need to be a compromise, as long as both needs are met.
    (1)
    Last edited by Lyth; 10-26-2016 at 08:01 PM.

  7. #77
    Player
    Lan_Mantear's Avatar
    Join Date
    Jun 2015
    Posts
    329
    Character
    Lan Mantear
    World
    Faerie
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Jim_Berry View Post
    I think tank jobs should lose tank and dps stances, and rely on actually needing to keep enmity rather than being a dps (like PLD, NIN, and WAR in FFXI).
    I don't know about your experience, but WAR dual-wielding Axes and spamming Rampage and Ninja with high haste were beasts in FFXI.
    (0)

  8. #78
    Player
    Jpec07's Avatar
    Join Date
    Jul 2015
    Posts
    868
    Character
    Matthias Gendrin
    World
    Cactuar
    Main Class
    Paladin Lv 80
    So, harkening back to an old thread from a little over a year ago, SE might not be satisfied with the fact that progression-level tanks "need" to stance dance to be successful. But the problem isn't tank design here so much as encounter design.

    Fights in FFXIV require dedicated tanks specifically and exclusively because of tankbusters. The white damage they do to tanks is simply not enough to usually require any more healing than Regen plus the occasional Cure/Cure II (this may be different in Savage), and usually the damage that tanks take outside of tankbusters is comparable to the rest of the group. Especially when this is coupled with tight DPS checks, the push for maximizing tank DPS is natural - since they only need to be "tanky" once every 30 seconds, they can spend the rest of the time maximizing their output and contributing more to group success (this is also why Parry is so undesirable - there isn't enough incoming damage to make it worthwhile in most cases).

    If they want to change it, they will need to up the ante for how much damage tanks take, and how frequently. "Death by a million needles" would need to be the mantra--but in this case, too, they'd need to adjust how tanks work (though not in a way to eliminate DPS stances--that would be silly, and more something Blizzard would do). Instead, I imagine we'll see a few PLD skills revisited, as well as an adjustment to the combat table to make Parry more desirable.

    In any case, I don't imagine we'll see too much of a change to either of these things. SE is a lot more iterative in their changes than some other companies, and they have tended very well to avoid overshooting the fixes they need to make. Many very strongly like this DPS meta, and it would do them well to consider that as they move towards Stormblood.
    (0)
    __________________________
    A dungeon party with two summoners always makes me egi.

    Beginner's Overview to Tanking in FFXIV: http://forum.square-enix.com/ffxiv/threads/352455
    Learn to Play (it's not what you think): http://www.l2pnoob.org/

  9. #79
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,882
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Jpec07 View Post
    So, harkening back to an old thread from a little over a year ago, SE might not be satisfied with the fact that progression-level tanks "need" to stance dance to be successful. But the problem isn't tank design here so much as encounter design.

    Fights in FFXIV require dedicated tanks specifically and exclusively because of tankbusters. The white damage they do to tanks is simply not enough to usually require any more healing than Regen plus the occasional Cure/Cure II (this may be different in Savage), and usually the damage that tanks take outside of tankbusters is comparable to the rest of the group. Especially when this is coupled with tight DPS checks, the push for maximizing tank DPS is natural - since they only need to be "tanky" once every 30 seconds, they can spend the rest of the time maximizing their output and contributing more to group success (this is also why Parry is so undesirable - there isn't enough incoming damage to make it worthwhile in most cases).

    If they want to change it, they will need to up the ante for how much damage tanks take, and how frequently. "Death by a million needles" would need to be the mantra--but in this case, too, they'd need to adjust how tanks work (though not in a way to eliminate DPS stances--that would be silly, and more something Blizzard would do). Instead, I imagine we'll see a few PLD skills revisited, as well as an adjustment to the combat table to make Parry more desirable.

    In any case, I don't imagine we'll see too much of a change to either of these things. SE is a lot more iterative in their changes than some other companies, and they have tended very well to avoid overshooting the fixes they need to make. Many very strongly like this DPS meta, and it would do them well to consider that as they move towards Stormblood.
    While I'd have to disagree in part with SE tending rarely to overshoot with changes, they do at least hold back better than certain MMOs, sure, and I do hope they consider exactly how they think the actual gameplay of the "DPS meta" is somehow wrong before they attempt to modify it, rather than taking forum labels as the end all be all. (Case in point: the so-called "dps fixation" was just as present at release; there were just fewer people maximizing their jobs yet and standing as guides to the others. The rest comes down primarily to fight design, one tier in particular, and hype's positive-feedback loops.)

    The issue with the "death by a million needles" mantra is that it intends to de-emphasize skillful (read: timely & trimmed) tanking in order to force particular toolkit use. A high-party-dps-check fight does the same in the opposite direction, but if Midas and the Creator are any indication, that isn't likely to be the design direction anymore. Periodic and rotational attacks put more responsibility on tanks by allowing them to better focus their input- vs. output-scaling, but the only alternative to that is to literally try to take away control, or the rewards for learning a fight. In other words, it's a spectrum between either interceptable, memorizable/analyzable/somehow-knowable damage and faceroll damage that keeps you from taking any output gambles, or in doing so leaves you susceptible to RNG.

    Now, there is probably some point of better equilibrium on that spectrum that can de-emphasize tank dps slightly without having to adjust stance multipliers, tank damage generally, etc., with minimal cost to skillful-to-rewarding gameplay. Alternatively, it may require certain tank toolkit revisions so that, apart from Inner Beast, our debuff weaponskills, and maybe the saving DA-SE crit, we aren't dependent solely on our cooldowns for mitigation, allowing more frequent damage and interception that less skillful players can more prevolently and with lesser loss use their tank stances for while more highly skilled players, now under an even higher ceiling, can still maximize outputs and avoid tank stance where possible if they so desire.
    (0)

  10. #80
    Player
    Khubla_Kha's Avatar
    Join Date
    Aug 2016
    Location
    Gridania
    Posts
    114
    Character
    Khubla Kha
    World
    Adamantoise
    Main Class
    Archer Lv 56
    Quote Originally Posted by Jim_Berry View Post
    I think tank jobs should lose tank and dps stances, and rely on actually needing to keep enmity rather than being a dps (like PLD, NIN, and WAR in FFXI).
    Nin, War & Paladin could all be excellent damage dealers... I don't get this comparison. Tank in XIV has nothing in common with tanking in XI other than tanks in both games maintain threat.

    Are you implying that tanks never lost threat in XI? Most of the difference can be swept away by the fact that Provoke in XI actually generated considerable amounts of threat whereas here it is a snap taunt. Simply using abilities Provoke/Warcry/Flash on CD in XI was all you had to do to keep threat and people still failed at it regularly.

    Also there was an equivalent mechanic to stances in XI in the gear swaps. If your tank wasn't changing to a WS gear set (for the purpose of doing more damage and therefore more threat/enmity/aggro/chooseyourfavoritewordandinserthere) then they were doing it wrong.
    (0)
    No matter where you go; there you are.

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