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  1. #10
    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).
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    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)