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  1. #41
    Player
    ChloeGrace's Avatar
    Join Date
    Oct 2013
    Posts
    428
    Character
    Chloe Grace
    World
    Cactuar
    Main Class
    Bard Lv 80
    Quote Originally Posted by Lambdafish View Post
    Says the "Marauder". It's pretty common knowledge that the tank meta is out of whack, with DARK and PLD fighting over a spot and WAR being king of everything, and a meta which relies on DPS, which the tanks vary in (usually shafting PLD). The tank classes are much better than they were in 3.0, but to say that there isn't anything wrong is either naive or just plain blind
    PLD has been the ginger step child since 2.x, and WAR the do-no-wrong golden child.
    The current damage meta guarantees WAR takes precedence over any other tank, regardless.
    SE needs to up the defensive buff from tank stances, and reduce the enmity mods on abilities so it's impossible to hold aggro outside of the tank stance.
    At the same time, buff sword oath (or abilities when used under sword oath) to make PLD OT on par with DRK and WAR dps.
    (1)
    Last edited by ChloeGrace; 01-23-2017 at 04:07 PM. Reason: clarity

  2. #42
    Player
    Brannigan's Avatar
    Join Date
    Mar 2011
    Posts
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    That sounds super boring. Figuring out how far you can push non-tank stance is a fun part of progression.

    Paladin is too similar to Dark Knight (or rather the other way around, but whatever), so until that changes we'll have the situation of swapping in the appropriate one for the fight. To fix it the devs should

    1) Choose a gameplay theme for paladin and focus everything on it. Warrior has stacks and stance shifting, everything in their kit is focused on that. Dark Knight has Dark Arts/MP restoration, so everything is focused on it (even the high number of oGCDs mesh well with the MP restoration of Blood Weapon). Paladin has a bunch of disconnected generic tanking abilities because it was probably the first class to be developed. It also has a few scattered support abilities. Pick a theme and actually make the class unique.

    2) Figure out how to make PLD/DRK, WAR/DRK, and WAR/PLD each have *something* unique to them. Right now war/pld and war/drk have the highest physical and magical reduction respectively, but pld/drk has nothing. There's a lot of ways to do this, but it'd be nice if the pairing you chose wasn't necessarily dependent on the enemy, but on the rest of the party (for example pld/drk goes well with red mages and astrologians but drk/war does well with black mages and bards, etc)

    and that's it. It's hard to speculate on specific changes that should be made without knowing how they're altering combat overall in Stormblood.
    (6)
    Last edited by Brannigan; 01-23-2017 at 05:04 PM.

  3. #43
    Player
    Comrade_uri's Avatar
    Join Date
    Feb 2015
    Location
    Limsa
    Posts
    86
    Character
    Maximilien Dufort
    World
    Omega
    Main Class
    Warrior Lv 100
    Maybe add some kind of passive boost with each so bring a DRK and the other tank gets a boost to magic Def with CDs or adds some, WAR an attack boost in tank stance, PLD reduces CD cool down, just an idea that doesn't adds skills but I do agree with Brannigan, paladin needs a theme
    (0)

  4. #44
    Player
    Jandor's Avatar
    Join Date
    Jan 2014
    Location
    Ul'dah
    Posts
    3,479
    Character
    Tal Young
    World
    Cerberus
    Main Class
    Gunbreaker Lv 100
    You can't look at Paladin in isolation.

    Currently Warriors can do everything while Paladins and Dark Knights argue over the scraps. All three tanks need looking at together if Paladin is to be fixed.
    (1)

  5. #45
    Player
    HyperiusUltima's Avatar
    Join Date
    Jan 2015
    Posts
    1,400
    Character
    Eileen White
    World
    Brynhildr
    Main Class
    Conjurer Lv 100
    If anything Stormblood better have the answers. SE threw us a curveball for all jobs in Heavensward with it being based around Buff timers and what-not along with the inherent DPS Meta that became more prevalent come Gordias.

    My expectations:

    - Enmity values on PLD are adjusted to match WAR and DRK Enmity generation. They have not been touched since ARR and PLD needs some way to allow them more leeway like DRK and WAR have.
    - Stance Dancing is encouraged, also PLD SwOath increases damage on all weapon skills by a set amount when PLD is OTing, making it more useful as OT. In exchange DRK gets some OT utilities making it not always fight over MT position for Reprisal.
    - Give PLD better TP management through at least 1 new trait or ability. Ever since oGCD change PLD has no way to manage TP without burning through Flash/Clemency hard(#RaidDesign).

    These are but some of my ideas.
    (0)

  6. #46
    Player
    Zampp's Avatar
    Join Date
    Apr 2015
    Posts
    31
    Character
    Astral Taka
    World
    Balmung
    Main Class
    Warrior Lv 60
    Quote Originally Posted by hakurou46 View Post
    Dark Arts Power Slash
    Whats dark arts power slash? I dont think you know what a dark arts is usefull for.
    (1)

  7. #47
    Player
    Zampp's Avatar
    Join Date
    Apr 2015
    Posts
    31
    Character
    Astral Taka
    World
    Balmung
    Main Class
    Warrior Lv 60
    Quote Originally Posted by ChloeGrace View Post
    PLD has been the ginger step child since 2.x, and WAR the do-no-wrong golden child.
    The current damage meta guarantees WAR takes precedence over any other tank, regardless.
    SE needs to up the defensive buff from tank stances, and reduce the enmity mods on abilities so it's impossible to hold aggro outside of the tank stance.
    At the same time, buff sword oath (or abilities when used under sword oath) to make PLD OT on par with DRK and WAR dps.
    Making any tank do same damage as a war will make war useless.
    PLD was godly in 2.x idk what your talking about.
    And making tanking impossible with out tank stance would make tanking the most boring shit on earth.
    (2)

  8. #48
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,853
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    They just need to focus on a few core mechanics for Paladin. I'd most like for them to have something that can accelerate and diversify their weaponskill rotation both from baseline traits and from Sword Oath, each contributing differently, while offering Shield Oath some new utilities, rather than leaving each stance with only a tank/dps distinction. Being able to push out as much dps as possible is fun. But so is having additional control of utility and mitigation. And being able to do both in each Oath, distinctly and in some ways rotating between them based on timing and circumstance, would be the perfect icing.

    Off-topic, sort of:
    Sadly, the best revisions I can imagine for most tanks all center on the idea of TP, or rather TP as it could have been. That is to say a resource that skills both generate/build and consume/spend, at proportions inherent to their costs. For instance, though (almost) all skills would generate TP, and possibly all could consume a greater maximum amount of TP for added effects or influences as to ramp up with time, what we call combo finishers now would be the most expensive of these skills and, while the most efficient over time, would regenerate only a small portion of their TP costs while what was previously a combo "opener" would cost nothing or almost nothing and generate proportionately huge amounts. (The combo bridges, of course, would be somewhere in between.) What we would now call combos would at most be simple sequence paths in which part of the TP regenerated is reduced from linked skills, but not so greatly as to force that choice, where that discount drains over time until used, rather than being lost immediately if a non-combo-ed ability is used. In this way, a Savage Blade need not only exist for the purpose of a Rage of Halone or Royal Authority, and a Rage of Halone or Royal Authority need not follow immediately in order to be "charged" by it.

    Additionally, this TP doesn't need to start from 0. Its resting position could be enough to just barely afford a finisher off the bat, for instance. A fight need not begin by a party and a mob pack running towards each other, yelling heroically or whatnot, only to begin poking each other on arrival for a necessary 2 to 4 GCDs to really get started. (Re)build-up would still occur; it just wouldn't be so rigid.

    The larger benefits however would involve, as I said before, tanks. Given that TP could be generated from damage taken or mitigated as well, this then opens up a whole new longhand resource for tanks, especially if they then have the option between using their added resource generation for an increased rate of finishers, which can themselves involve mitigation, or perhaps even for mitigation more directly. That would gives a whole new possible side to "stance-dancing", and by merely adjusting those TP generation formulas, or by embedding mechanics directly into that smooth but risk-capable progressive resource, you could much more greatly diversify current and future tanks. The Oath ideas I mentioned above can be done much more smoothly by influencing TP. The very idea of the Inner Beast can be more thematically applied by duplicating over a portion of TP generation as Defiance, Abandon, or a combined Wrath that inflates your attack power, defense, maximum health, and health generation when spent (at variable maximum cost), proportionate to how much was spent. And better yet, it could unlock a number more possibilities by which Dark Knight weaponskills and themes of steel and shadow and blood magics could have a smoother, more pervasive effect on its gameplay.

    Of course, all this would imply that now that our combo "openers" and "bridges" are no longer excused by our finishers alone as part of a bloated single-decision-yet-multi-step skill, that each would have individual usage, and would more closely function to how they would appear to. Those skills that looks like cleaves, for instance, ought be cleaves. Savage Blade should be every bit the counterattack it appears to be, while Skull Sunder should be able to stagger enemies with its blow, and Full Thrust perhaps even able to launch enemies skyward as a form of unique CC.
    (0)
    Last edited by Shurrikhan; 01-24-2017 at 03:33 PM.

  9. #49
    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 Zampp View Post
    Making any tank do same damage as a war will make war useless.
    Nah, Eye + Path still make WAR invaluable if all you do is bring the damage up. If every tank were the same damage-wise, DRK would only bring INT down and PLD would bring DV. PLD + DRK still wouldn't be preferred in any fight due to the DPS loss from having NIN apply DE. This, however, is based off all our current skill sets in 3.0 - there's no way to know what new stuff everyone's going to get in 4.0, so it's impossible to make a guess at what they can do to balance PLD as balancing it for the 3.0 meta might not mesh well with the 4.0 meta.
    (2)

  10. #50
    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 SpookyGhost View Post
    Nah, Eye + Path still make WAR invaluable if all you do is bring the damage up. If every tank were the same damage-wise, DRK would only bring INT down and PLD would bring DV. PLD + DRK still wouldn't be preferred in any fight due to the DPS loss from having NIN apply DE. This, however, is based off all our current skill sets in 3.0 - there's no way to know what new stuff everyone's going to get in 4.0, so it's impossible to make a guess at what they can do to balance PLD as balancing it for the 3.0 meta might not mesh well with the 4.0 meta.
    SE has all the relevant data from 3.x moving into 4.0 onwards via their own and FFlogs.

    As I have mentioned in my 1st post this thread, PLD has no problem sustaining aggro, so damage is the only issue. DRK naturally has more damage but less aggro versus PLD. WAR pretty much enjoys having best of the two, BB combo being part of personal DPS rotation and retains utility too good to miss aka Eye and Path.

    Who knows if PLD getting another big hitting combo will solve PLD's damage output, even without other changes, if not enough they can afford to buff FoF. WAR is already known to be the best OT, so if SE wants to make WAR purely way better for OT, they can so choose to introduce another DPS combo instead of spamming BB combo which makes PLD/DRK life harder. DRK being the current best MT with the worst aggro generation definitely needs some fixing.

    On another note, what if removing tank stance works? This will solve so many problems such as the damage output discrepancy or tanks unwilling to stance dance, reduces the gapskill etc. There are so many options SE can roll with.

    Ultimately, I won't sweat too much. I will level up all tanks and play what's good and what's best for my team.
    (1)

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