No. The increase in Magic Defense is likely intended to prevent repeats of the A4S/A12S Paladin non/limited viability due to magic based tank busters.
Warrior is likely to be the stack management tank, Dark Knight the MP management tank and Paladin the streamlined "simple" tank. All 3 tanks should have a fairly similar level of output when played at the same level.
Im happy for the more items and all that but come one, is it too much to ask for some more graphical improvements? We aren't asking for much here.
Last edited by bass9020; 03-23-2017 at 09:24 AM.
I kind of like this idea, but with one addition...What if WAR and DRK each had their own specific way of balancing the increased passive defense of Paladin through debuffs they can impose? That would make PLD the easy button tank, and imply a bit more skill (perhaps) for WAR and DRK with more active management of their DEF (not including CDs).
Give PLD offensive CDs to balance out the DPS across tank jobs.
So WAR and DRK are DPS-minded tanks that have to strive for equal DEF, while PLD is the safer, DEF-minded tank that has to strive for equal DPS.
Boom, problem solved.
I would agree that different play styles is highly enjoyable and important. One of the reasons why I dont think cleric stance is god awful but at the same time I don't want to see it on all healer jobs, It will get in the way of creating styles of playing on healer job that others may find more enjoyable.
One of the unique issues that SE has created, maybe on accident, is that auto attacks are generally not that strong and so being able to weave in a combo that shortly increases defense (either via healing, shield, or mitigation) means it can be better than just hitting a button that has longer lasting passive effects (making the Paladin's long lasting easy button not as good). It's true the one button vs three button thing can represent difference in fight knowledge but it just means that if you have the option of 3 buttons + higher damage vs 1 button and lower damage with similar results, the choice will slowly lean to 3 + more damage. Made even more fun by the fact that Paladin will actually run out of TP the fastest while having a lesser damage max output lol (also while sword oath is very strong, people will generally not "feel" its strength - or see it if a Paladin doesn't switch out, while true other tanks have damage benefits from switching too but the other tanks also have stronger MT damage too (double too)).
I always thought the oath mechanic could be expanded a bit, with an oath always being active (fits paladin "lore/theme") and certain activities increasing your oath intensity / or effect, like a sort of rehearsal/vow mechanic. Casting Clemency rehearses your oath, and also can change how it behaves. Depending on how you do it you could theoretically have both oaths active at once for a short time. Could also be a way to easily add two abilities to Paladin in SB without changing the ability count, activating an already activated oath instead of deactivating it could instead trigger another effect. Like a activate-able passive (Master Yi in LoL as a random example).
Tempered Will when used with sword oath buff gives you %X TP and Mana return on use and half that to party members, and knock-back resistance for self, with shield oath it will give you and your party knock back resistance, +10% HP restored on a prevented knockback to each party member. Basically many abilities would obtain vow effects, the ability wouldn't change but if you had a vow it'd use it to gain extra benefit.
Keep Paladin's from being able to damage things significantly but allow them to boost their allies to take their place at the table. All the mechanics basically making them feel like the person at the door saying after you, while they hold the fiery beam from coming down. Meanwhile the other two tanks would be variations of running into the fiery building head first.
Although I don't really mind what they do so long as they can balance the fact that defense = defense and damage != damage is not balanced, and they need to either bring Paladin's damage up or his support up in a way that allows (doesn't guarantee) that his team can make up for his loss (like allowing healers to DD, or by buffing and supporting allies through spells/mechanics). Just being the same in defense (at max skill) and being worse at damage (at max skill) and that's the only difference isn't balanced and hope that's not what happens to Paladin.
I may suggest they change how the super tank moves are designed just so they stop being planned around boss fights though, rather than all competing for the same purpose make them a super move in their theme (that doesn't involve invulnerability).
They can definitely make balance around the styles of defense, they just need to also make sure there is something else Paladin brings if they're going to balance defense then.
But yeah agreed. Paladin is the Fortress, the Alexander. So hopefully it feels and plays like an Alexander. Or if they can't balance it around that, at least comparable in end results when input with max skill - which isn't really the case right now, you /will/ get better results on a max skill warrior minus the exception where hallowed ground cheeses warrior out. I think warrior's issue is they're just so tightly wound like a scholar or something lol, they have a nice package deal with many things properly greeting the other in mechanical love. That's at least how I've read it, I've read a lot more about warrior than scholar :P. If SE can't fix Paladin by SB or at least show good signs for it, I'll be switching jobs for sure - even though I like the theme/idea of Paladin more.
Just an aside while jobs that require more to play may not like that they don't output more I believe that regardless of max skill required to play, if you put in maximum input the relative output is tightly related to each other (even if the route to the end is different). So ultimately that's what I'd like to see changed with tanks as that's not really true right now. Even though Paladin isn't dysfunctional to be 100% useless but, why pick "can do dungeon" when you can pick "can do dungeon faster and easier" (assuming that the tank themselves is a pro, which isn't always true - I'm definitely not a master but I feel "okay enough" to notice the other tanks have better balance if you give them more energy).
Last edited by Shougun; 03-23-2017 at 09:35 AM.
The only graphical improvements I would want to see, and I think a majority of others would like to see, is an HD texture option. Apart from that, I think the game is perfectly fine. I don't expect an HD pack to take a long time, but I don't expect it to be high on their list either.
♥ Baby, tell me, what's your motive? ♥
Pretty much this. Other games have many options for graphics now I don't see why XIV has to be any different in that regard. Do I sound like a graphic snob, maybe but I don't care. I play for content but I also play because I like nice looking things![]()
Just let us have some higher textures!!!
"DS: The expansion is supposed to revolve about the liberation of Doma and Ala Mhigo. We saw Kugane, and it’s gorgeous, but we actually did not see Ala Mhigo yet. Will we be able to visit the city as a location in the game?
NY: Yes, players will be able to enter the Ala Mhigo region. The reason why we weren’t able to reveal the landscapes of the Ala Mhigo area is that unfortunately we didn’t yet have the assets to show at the Las Vegas Fanfest at the required level of quality.
Also, there are some buildings that are prominent in the main scenario. They’re key locations, and it was very difficult to shoot around them to avoid them.
Before the release of Stormblood, we expect to create a field walkthrough trailer, as we did for the previous expansion, so you will be able to get a glimpse on how beautiful the landscape is."
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