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  1. #1
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by bswpayton View Post
    but the thing is nobody wants to tank , so why on earth would you force tanks into a play style that they arent asking for , leave tanks alone and let people who are willing to tank play them the way they want I dont get SE sometimes
    First, wrong, some people like to tank and second, by not forcing tanks into a single play style, the meta is...forcing tanks into a single play style.

    Since we have three jobs, we could cover three different style of players.
    (4)

  2. #2
    Player
    Venjenz's Avatar
    Join Date
    Mar 2017
    Posts
    187
    Character
    Venjiwenji Lala
    World
    Famfrit
    Main Class
    Warrior Lv 60
    Quote Originally Posted by bswpayton View Post
    but the thing is nobody wants to tank , so why on earth would you force tanks into a play style that they arent asking for , leave tanks alone and let people who are willing to tank play them the way they want I dont get SE sometimes
    Not true. Plenty of people want to tank. 15-20% of the player base plays tanks.

    Tanking is (1) having the highest Effective Hit Point (EHP) pool, (2) keeping as much of the incoming damage as the mechanics will allow aimed at that highest EHP pool, (3) smoothing out incoming damage as much as possible to make encounters both survivable and predictable. That's THE ROLE.

    Now there are plenty of ways to manage how each tank job approaches those core mechanics of the MMO tank role, but in the end, you are there to keep a predictable and reliable max EHP pool between the bad guys and the rest of the party. PLD can be shieldy-blocky EHP, WAR can be berzerker "my rage lets me shrug off your feeble dmg" style EHP, and DRK can be "I feast on your soul to strengthen myself" EHP. However they do it, the end result remains the same - put your EHP between bad guys and your party, and keep it there.

    That is the tank core playstyle, and everything is window dressing on how that gets accomplished. Look at any other MMO's tank classes, and theorycraft out an optimal 30-120 second sustained threat generation + incoming dmg mitigation throughput, then change raid bosses, trash, AE, etc and average it all out, and you'll end up seeing how tanking is remarkably the same across different games and each game's tanks. Same thing here, ideally.
    (2)
    Last edited by Venjenz; 06-13-2017 at 04:03 AM.

  3. #3
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by bswpayton View Post
    but the thing is nobody wants to tank , so why on earth would you force tanks into a play style that they arent asking for , leave tanks alone and let people who are willing to tank play them the way they want I dont get SE sometimes
    Balance and good design in this instance are more important than any of the other factors.

    Intentional imbalances make the idea of a tank roster pointless if you're going to end up with two tanks that are "good" and everyone else being subpar. That's even the reason the devs did not include a new tank or healer with Stormblood, as tank and healer balance is not where it should be. That each tank should be different in terms of gameplay is a given, and there's more to differences in gameplay beyond whether you're pushing toggles more often than others or dealing more damage. While I think WAR getting RageInner Beast is a good idea, the DRK and PLD resource bars reek of pointless gimmick but can at least be seen as a step in the right direction.

    As far as people not wanting to tank, I'd have to ask why they rolled PLD, DRK or WAR in that case.

    PS: If we're still going on about losing resources when changing stances, just remember that stance swaps are supposed to have a penalty. The free ride is over, though I still think it should have been over around patch 3.1.
    Quote Originally Posted by Falar View Post
    Even with tank damage severely nerfed (a very bad move IMO) people will still rate tanks on how much DPS they do, since everything else should be automatic and is taken as a given.
    This hinges on encounter design staying the same. With what they've done to healers, I'm curious as to whether EX and savage have gotten an increase in amount of overall damage taken by tanks and the raid, which would force tanks to become defensive and thus make the breaking point of playing WAR/PLD/DRK whether you can survive the damage from the boss rather than attempts at e-peen DPS.

    Worst case scenario is things stay the same, where PLD (assuming the current potencies remain untouched) or WAR (because 6 fel cleaves) will rule the roost. Best case scenario being that if encounters as a whole change, tank DPS becomes a means of holding aggro and a minor contribution to overall raid DPS, since the rest is being generated by your melee and ranged DPS (which puts us on par with how the meta generally treats tanks in WoW, and that would not be a bad thing at all).
    (0)
    Last edited by Duelle; 06-13-2017 at 05:52 PM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  4. #4
    Player
    Falar's Avatar
    Join Date
    Mar 2016
    Location
    Ul'Dah
    Posts
    502
    Character
    Kane Blackstone
    World
    Ultros
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Reynhart View Post
    Personally, I like turtle tanking, but I understand that different players have diferent taste, and enforcing a single play style will only reduce depth.

    The better solution, since we have three tanks, is to design one tank for turtle tankng, one for agressive tanking, etc...and expand the meta so each type of tank have its own benefit. For example, in a party with a turtle tank, one healer could be enough and thus replaced by a 5th DPS...
    People who play poorly get to come on the forums and speak their piece as well.

    Even with tank damage severely nerfed (a very bad move IMO) people will still rate tanks on how much DPS they do, since everything else should be automatic and is taken as a given.

    More DPS = shorter encounter, the endgoal of any group.

    Nerfing our DPS will just anger the majority of the players, chase some away from tanking completely, and lower the skill ceiling. In other words, it caters to the "bads".
    (4)

  5. #5
    Player
    SyzzleSpark's Avatar
    Join Date
    May 2016
    Posts
    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
    Main Class
    Summoner Lv 66
    Quote Originally Posted by Falar View Post
    people will still rate tanks on how much DPS they do,
    Relative to eachother, not to DPS. Our DPS relative to actual DD jobs should not be a concern, only our DPS relative to other jobs in our role.
    (2)

  6. #6
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Falar View Post
    Nerfing our DPS will just anger the majority of the players, chase some away from tanking completely, and lower the skill ceiling. In other words, it caters to the "bads".
    No, it won't. "Bad" players don't do "low DPS", they do "less DPS than what the optimal rotation can offer"
    If you reduce tank damage by 30%, you'll still end with people doing twice the damage than others. These numbers will just become the new reference.
    (1)

  7. #7
    Player
    Campi's Avatar
    Join Date
    Jun 2015
    Location
    Liverpool
    Posts
    3,941
    Character
    Campi Nitsu
    World
    Shiva
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Reynhart View Post
    No, it won't. "Bad" players don't do "low DPS", they do "less DPS than what the optimal rotation can offer"
    If you reduce tank damage by 30%, you'll still end with people doing twice the damage than others. These numbers will just become the new reference.
    Nope.
    Bad Players do Low DPS
    That's a fact
    (2)
    Nur hübsch sein reicht eben nicht. Man muss auch Bier trinken können.
    This is Anfield
    King vom Ring | Super Elitist

  8. #8
    Player
    bswpayton's Avatar
    Join Date
    Sep 2016
    Posts
    1,918
    Character
    Nic Pay
    World
    Exodus
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Azreal View Post
    Lol "tanks have to tank stance more "
    If you don't need to then they need to tune better, tanks SHOULD be in tank stance, otherwise they might as well be dps.. You all just make me laugh.
    Whats funny about it , hold argo in tank stance is like the most basic thing in the game, so Im not really following how people think that tanking in dps stance is a bad thing. Tankin in tank stance I pretty much never have to worry about losing threat on a single target.
    (0)

  9. #9
    Player
    aqskerorokero's Avatar
    Join Date
    Nov 2016
    Posts
    279
    Character
    Aquis Onionslicer
    World
    Ragnarok
    Main Class
    Paladin Lv 90
    People can't distinguish what is a tank and what is a blue icon dps......
    (2)

  10. #10
    Player
    aleph_null's Avatar
    Join Date
    Mar 2016
    Posts
    690
    Character
    Aleph Alpha
    World
    Tonberry
    Main Class
    Warrior Lv 80
    I've discussed this with many people, I think given the performance gap between good players and average players in this game it's impossible to design encounters that require high tank stance and healing uptime without making them too hard for most people. The amount of attention to details that the top groups put is just out of reach for most of the playerbase. If even the best tanks who can perfectly time and manage their cooldowns and coordinate with their equally skilled healers have to stay in tank stance most of the time, with the healers actively healing most of the time, then most of us average raiders won't even have a chance to clear the raid. It's just not realistic. Most of the DF/RF/PF groups that clear a12s aren't even close to the top groups' level of (lack of) tank stance and healing uptime.

    Those tanks in the deletemonk/angered/elysium groups mitigate way better than your average tanks in grit 24/7, and require less heals. What takes their healers 5 casts of healing spells probably takes average healers 10. What takes their tanks 0% grit/defiance uptime probably takes more than 70% on average tanks. Average players compensate for their lack of skills and coordination by having higher tank stance uptime and more heals. If you make contents "challenging" enough to make those great players need like even 50% tank stance or healing uptime, then the clear rates will plummet. We'll get another gordias tier, except it's not about dps checks but tank/heal checks. Let's step back a moment and look at midas savage. How much of our playerbase actually cleared a8s pre echo? How much of us (who even managed to get there) struggled with mitigation and healing in the second (adds) phase and the last part before J storm of that fight? If you want something more challenging than creator savage for tanks/healers go ahead and do a8s min ilv sync.

    Let me ask, among those who think that tanking in full dps stance is trivial, how many of you have actually cleared a12s with both tanks out of tank stance throughout the whole fight?
    (4)
    Last edited by aleph_null; 06-13-2017 at 10:26 AM.

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