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Last edited by XoanGrahm; 11-22-2017 at 02:22 AM.
I was thinking that they'll probably try to balance tanks as "OT" type and "MT" type, in which case adding samurai as a second "OT" type to compete with war would make sense, so we'll see raid groups bringing pld/drk + war/sam, but it seems like they are trying to avoid having that subclassification among tanks. It'll be interesting to see how they'll balance the three tanks so that any combination of two tanks is viable for raid progression.
Have you forgotten that all three tanks will be getting new toys from level 61 to 70 and that, due to the change of cross-class skills to role based skill pools, Paladin and Warrior will be getting replacements for "must have" cross class skills such as Provoke?
What you post sounds like is a passive aggressive rant about not getting a new tank job.
I do prefer that they avoid sub-classifications unless they plan on going whole-hog with the idea that no two jobs provide quite the same functionality or "niche", but that latter idea would require that gearing, and possibly even leveling, were revised heavily to allow for easier job swapping, and even then you'd want to try to keep a sense of bringing the player, not just the class. Moreover, classes would feel a bit... fettered at best, dismembered at worst, if there was still a clear niche victor for each fight, such that one job always ends where the next begins, regardless of the actual range of their toolkits.
That said, as a DPS I'll probably be doing my best to try to avoid the need for a tank anytime I and my friends don't have one in actual need for experience to rotate through (e.g. MSQing on tank/heals, and one of four friends each taking a healer or tank through 61-70 then swapping out while the two previous dps do the same). If SE hadn't gone out of their way to destroy their own toolkits and mechanics (removing most forms of CC), DPS could actually forgo tanks entirely for a time. So rather than pointing fingers at "entitled" DPS for having gained two jobs this coming expansion, let's first note that it took dungeon redesigns just to ensure tanks would remain in the loop even mitigation needs weren't so great as to actually require your presence...
Personally I don't really mind having subclassification into different kinds of tanks, just like how there are different kinds of dps (melees with resistance down debuffs, ranged with magic/physical dps boost and mp/tp regen, casters with high personal dps and some defensive utilities). I know that ideally any tank can be good at OT and MT, and that any combination of two tanks is good for progression, but that'll be a lot harder to balance when we get more and more new jobs. Right now we have 3 tanks and 3 combinations of tanks, if we have 4 tanks we'd have 6 combinations, if we have 5 tanks we'd have 10 combinations, and so on. I think it's reasonable to have certain combinations being "bad", just like certain combinations of dps are just flat out terrible for progression (2 melees 2 casters for example, will struggle with long fight).
"MT" and "OT" are just oversimplification of saying which tank benefits more from taking hits, due to skills that proc based on taking hits (block/parry/just taking damage) like shield swipe, reprisal and blood price. You want the tank that benefits more from taking hits to be, well, tanking the boss as much as they can, while their cds allow (with a few tank swaps to allow the other tank to use their cds as well).
Yes it's player created designation, but it's not arbitrary, it completely depends on the skillset of the jobs. It's not arbitrarily decided that war benefits less from taking damage compared to pld/drk. It's decided by their skillsets, which are at the hands of the devs.
Last edited by aleph_null; 02-21-2017 at 06:25 PM.
Problem is, since every content can be accessed by a random party setup, you can't design content where one tank job can't MT. So, if all tanks can be good MT, all tanks should be good OT too.
Well, right now, we have 3 tanks, and 2 clearly superior combinations. Create another OT (Still viable as an MT), and you'll probably end with only 1 superior combination.
Frankly, I really don't look forward to a 4th tank...In fact, I wonder how many tanks other MMO managed to do without clear overlapping or serious balance issue.
Last edited by Reynhart; 02-21-2017 at 06:30 PM.
Except, only one (and perhaps a small part of two other's) DPS job's additional output is ever really conditionally nullified—Bard, in the event that there are no casters, nor need for Paeon/Ballad (whereas Monk and Summoner even without Int down or instant backup rezes still have near-full and full outputs, respectively). An "MT" or "OT", on the other hand, require a condition to even meet their niche criteria. Without presently tanking, an "MT"'s better adjusted mitigation, enmity generation, per-RNG-mitigation procs, and so forth, are all wasted. Similarly, a specialized "OT" can only really be considered a hybrid, merely costing less dps to carry parts of a tank's toolkit, but with a lesser capacity to make use of them. The difference for them, especially outside of resource regeneration-requiring fights, is far more pivotal than that of, say, a raid-buffing vs. self-centric dps, for which there is no forced waste or overlap (more alike, again, to the difference between a Bard, who's toolkit is niche, and any other DPS's).
Just a note, brd's foe requiem is still worth it even in groups without casters, since that boosts the healers' dps (a reason why speedrun groups take drg/nin/mch/brd).
In terms of utilities being nullified, well in easier contents it doesn't really matter since in the first place you can get two of the same jobs in the party. In the harder contents you can make RF require one MT type and one OT type in the queue, just like how RF enforces at least one of each type of dps (melee, caster and physical ranged). For statics/premades we already see most groups having one war and one pld/drk, nothing really changes. I agree that it's less than ideal (compared to every tank being equally good at MT/OT position), but it's a lot easier to balance I'd imagine.
If we look at the state of healers right now, any combination works (whm/sch, whm/ast, sch/ast) since ast can switch between two stances (shield type and regen type), but imagine if they add another new healer. Is the new healer (and every subsequent healer) going to have two stances too, leaving whm and sch as the odd ones? Or are they going to give whm and sch two stances too? I honestly have no idea how they'll go forward from this point.
Eh not really, as MT war is kinda inferior compared to pld/drk, for magic busters we only have thrill (which isn't a big mitigation on its own) and vengeance. With high defiance uptime yes war has a really good mitigation, but there's a reason why people don't have wars tanking in defiance for a long time. The only fights where warrior is good in the MT slot is where the tank busters are spread in a way that you can holmgang every alternate tank buster (like a12s), so you can stack thrill + vengeance for the other ones. There aren't many fights where bringing double war is optimal.
Last edited by aleph_null; 02-21-2017 at 08:40 PM.
So you want to punish all the players who play DPS, just to prove a point to SE?
What you're suggesting will just split the community up even more than it already is.
That said, I DO agree that it is unfair that there will be no new tank and healer classes in Stormblood. I just don't think this is the way to do it. You are simply punishing other players who will just grow to hate tank-players because of it.
Showing dissatisfaction towards the lack of new tank and healer classes can be shown through feedback. There are many who are on your side on this, and together we can make sure SE knows about our opinions on this.
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