It was just a matter of time that someone that plays warrior comes and complains about the damage. Normally we have just complains by PLD/DRK's saying that WAR needs to be nerfed. It made me laugh please continue.
It was just a matter of time that someone that plays warrior comes and complains about the damage. Normally we have just complains by PLD/DRK's saying that WAR needs to be nerfed. It made me laugh please continue.
Really serial guys; war damage sux. They nerfed us so bad! We need str and vit to count as +1 for each to attack power so we can keep up with the paladins who just outperform us in every situation!
But seriously, PLD needs some major help especially in a DRK+PLD or PLD+PLD composition.
Last edited by Llus; 02-09-2017 at 03:58 AM.

WAR doesn't need to be nerfed, PLD/DRK need to be buffed
Last edited by LilLemay; 02-09-2017 at 04:21 AM.
All 3 need to be rebalanced relative to each other and 8 member raid compositions. Just buffing DRK and PLD will not fix the current imbalances.
All 3 tanks should have roughly similar (within +/-5% of the mean) damage output and levels of utility while MTing and OTing.
For what? Content gets easier and easier so that even the tank with the lowest dps aka PLD is totaly fine in there.All 3 need to be rebalanced relative to each other and 8 member raid compositions. Just buffing DRK and PLD will not fix the current imbalances.
All 3 tanks should have roughly similar (within +/-5% of the mean) damage output and levels of utility while MTing and OTing.

Pretty much. People complain about anything nowadays. This balance issue only conflicts the top raiding groups who are doing day 1 progression and speedruns, which SE probably won't bother doing anything because the bigger picture is that no one is as skilled as those top raiders are, the gap is too huge to even account for. Sadly, again, SE is a company that generates revenue and balancing jobs for the highest level isn't in the agenda, opposite of the esports in that sense.
Yeah balancing to allow every job to viably clear the raid tier is good enough I think. The top progression raiders or speedrun groups will switch to whatever job/composition that results in the fastest kill time anyway, so unless the jobs are very homogenized there will be a "best" composition, even if only by a little margin. I think if 4.0 adds an "OT" oriented tank that competes with war for the "OT" spot it'll be good enough, albeit not ideal since some compositions like pld/drk will still be bad. A bit unrelated but for healers all compositions seem to work fine after the recent patches, at least neither whm/ast nor sch/whm seems to be as bad as pld/drk.Pretty much. People complain about anything nowadays. This balance issue only conflicts the top raiding groups who are doing day 1 progression and speedruns, which SE probably won't bother doing anything because the bigger picture is that no one is as skilled as those top raiders are, the gap is too huge to even account for. Sadly, again, SE is a company that generates revenue and balancing jobs for the highest level isn't in the agenda, opposite of the esports in that sense.
I think instead of personal dps output it should be total raid dps contribution that should be balanced (like war's slashing debuff allowing nin to use higher potency combo). Not just for tanks but that should be how all dps jobs are balanced as well imo.Isn't that a little bland ? Considering tank gameplay is not that different between jobs, if they have the roughly the same numbers, they'll only be more copies of each other.
For me, any party setup should offer the same overall DPS, to give freedom on the job choices (Excluded common bad choices like stacking the same jobs). Since WAR is supposed to be the top "personal tank-DPS", PLD and DRK should balance that with party utility.


Isn't that a little bland ? Considering tank gameplay is not that different between jobs, if they have roughly the same numbers, they'll only be more copies of each other.
For me, any party setup should offer the same overall DPS, to give freedom on the job choices (Excluding obvious bad choices like stacking the same jobs). Since WAR is supposed to be the top "personal tank-DPS", PLD and DRK should balance that with party utility.
Last edited by Reynhart; 02-09-2017 at 06:33 PM.
Not really. Method is more important for determining individuality than numbers. PLDs having a "simple" stable rotation, WARs having "primal" stack generation and use that allow for big hits, and DRK buffing various abilities and attacks with Dark Arts are the primary things that distinguish the 3 tanks from each other.
Tempered Will vs Holmgang vs Plunge is a very good example of same result but different methods. All 3 actions are anti-knockback but Tempered Will prevents the forced movement, Holmgang anchors position and Plunge counters the forced movement with an instant move of its own. Hallowed Ground/Holmgang/Living Dead is another example.
Lets says SE wanted to give all 3 tanks a full party protection skill like the Paladin's Divine Veil. They could give WAR a version of PvP's Thrill of War (Increases maximum HP of self and nearby party members by 10%/20% and restores HP by 10%/20%) and DRK an ability (lets call it Soul Anchor) that prevents nearby party members from dropping below 1 HP as long as the Dark Knight is alive and they have the buff. All three do basically the same job but each does it differently.
WAR being the dps tank, PLD being the physical tank and DRK being the magic tank are kinda where the whole imbalance problem comes from. Because War dps > Pld/Drk dps, War + Pld/Drk ends up inherently better than Pld + Drk when dps matters. Pld and Drk have similar troubles based on whether a fight is more Physical and Magical damage heavy. This has been a regularly reoccurring problem throughout 3.X.For me, any party setup should offer the same overall DPS, to give freedom on the job choices (Excluding obvious bad choices like stacking the same jobs). Since WAR is supposed to be the top "personal tank-DPS", PLD and DRK should balance that with party utility.


First problem with that. Nothing you actually describes as any real impact on how you tank. All of these refers to how do they do damage.
But, most of the time, they're still used in the same way and at the same time. And they don't really matter when you chose which tank you'll want in your party. The "tanking" gameplay could be much more unique between the three tanks.
Then you'll have people beginning to crunch numbers to determine which "party protection" skill is the best, depending on potency and CD...and then still choosing WAR
As a reminder, they already have a "party protection" skill. For WAR, it's called Storm's Path, and for DRK, it's called Delirium, since party wide AoE are frequently magical.
Not really. The imbalance comes from WAR's main contribution being offensive while the other two are defensive. Let's get real, no one cares what any tank bring on a pure defensive spot, since even the lowest defensive tank needs to be able to main tank anything. So, you have to design three ways of contributing offensively to the party.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote




