That's probably the best argument for having your tank stance at an earlier level. I'm wondering what that would do for stance dancing too. Would new tanks be more willing or less willing to stance dance?but the thing is I think having the stance early will help you learn how to do whats expected of you later on in the game which is big pulls, see ill admit i feel dum for saying this but I didnt even no about the Argo bar until I had my alt tank up to level 50 somehow I didnt cause to many wipes. Once I started tanking on my main I had a full handle on it, but what ive notice as Ive gotten better at the game is those low level dungeons can take 15 to 20 mins instead of , 30 mins.
There is no gettin around it big pulls are apart of this game whether people like it or not and having a tank stance early on at level 15 would have new players prepared for whats to come , and also a good explanation of the Argo bar as well. You shouldn't be forced into a situation where you are certainly going to lose Argo, which is the case in lower level stuff even in high level gear if im in level 15 to 20 dungeon on my pali i have to flash about 5 or 6 times.
Tank stance early will allow players to see that they can pull more than two adds at a time so they arent intimidated by it later on in the game and it may resolve some of the conflict when it comes to that. And like someone said by the time someone reaches level 30 they have an idea of whether or not they want to keep playing a job or not or whether they want to only play that job in a potd type environment. By leaving it as it is now Im sure we have lost alot of future tanks that way, instead of holding on to them as low as level 15, I know it would of given me tons of confidence if I had a stance at 15 and I started off seeing I could take on 6 to seven adds at a time.
Last edited by Llus; 03-03-2017 at 03:29 AM.
This would actually be pretty nice to see, I think. Giving the tank an opportunity to feel positive progress, I would expect to see them more comfortable with putting out some dps. Early tanking is just constant stress of holding things together, that's got to have an impact on later tanking. Give them the chance to actually feel like they have things under control, and they'll be better able to see that they can handle more.
With regards to challenge being a benefit to learning, the big problem there is that "challenge" is a big sliding scale. There's no one-size-fits-all level of challenge that players will be comfortable enough with to get a grasp on the full extent of their class. and if you're a dev trying to find a balance point, I would expect you'd err on the side of caution and low-end challenge, to keep the most players wanting to play.
Maybe as a compromise, tank stance doesn't have to be at 15. Push it back to 20. That gives the first few dungeons a chance to test new tanks, but the content isn't so difficult that it would be entirely discouraging. Giving at 20 would be a better point, a sort of immediate reward for making it through that challenge, like, "Now that you've been through some real combat, you can learn how to better control enmity generation." I would agree that tank stance at 15 is a bit overkill, if only because it might be so early that tanks might not really understand their utility. But you don't want to put it off too long, or you risk losing players that don't feel capable, when the tank stance might ease that burden enough to keep players pushing through.
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