Page 14 of 14 FirstFirst ... 4 12 13 14
Results 131 to 140 of 140
  1. #131
    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 HeroIgnis View Post
    it feels clunky (Infuriate can't be used outside of a pull)
    They probably didn't want people sitting around using it to start a fight with 100 beast gauge. I see the logic behind it, but I can't think of any huge advantage that would grant other than a WAR OT starting with 6 Fel Cleaves at the beginning of a fight (use Infuriate twice, wait out the cooldown, pull, Inner Release, Fel Cleave x2, Infuriate, Fel Cleave x4).
    Onslaught's cost to potency
    I still say Onslaught should have use restrictions (must be more than 10y from target to use), cost no gauge but generate 10 beast gauge instead.
    Inner Release shared cool down with Unchained)
    Inner Release seems to be the counterpart to Unchained, just like Fel Cleave/Inner Beast and Steel Cyclone/Decimate are linked together. Sort of like you get a DPS increase with Unchained in Defiance, you get a DPS increase (more Fel Cleaves and Decimates) in Deliverance. Within that context, the decision makes sense.
    the removal of the beautiful ideal of using defensive cool down (Vengeance & Raw Intuition) as offensive stacks
    Burning through cooldowns for resources never made much sense, since it undermines the idea of having cooldowns in the first place.
    Punishing the player for building gauge and stance swapping
    The penalties have a clear purpose: stay in Defiance when tanking, switch to Deliverance when not tanking. Swap where appropriate.If you absolutely must switch when solo tanking, I guess you could start out in Defiance, build 100 gauge, swap and hit Fel Cleave (burn Inner Release and Infuriate for some more), wait for Defiance to come off cooldown and swap back. You won't be dealing trouser-tightening damage, but WAR is a tank at the end of the day.

    That being said, I'd complain about Heavy Swing not generating any beast gauge (which I totally think it should) before complaining about stance swaps having a resource cost.
    (0)
    * 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)

  2. #132
    Player
    Brannigan's Avatar
    Join Date
    Mar 2011
    Posts
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    Quote Originally Posted by silentwindfr View Post
    i found amusing the fact that no one point out that the weapon from drk and war are slower... yes the overall dps of the weapon is the same. but the damage is not the same because of this. slower weapon, means harder hit per attack.

    if that was the case how is possible for war/pld/drk to be so close in overall dps, when the potency of the paladin are superior like some people say.
    Game isn't old school WoW, delay and "attack power" of the weapon have 0 impact on how hard your abilities hit. Look at the Physical Damage stat, which is the same for warrior and paladin. Basically the slow delay will make your autos hit harder, but it's all placebo. Theoretically, if a paladin could equip an axe, he'd do the exact same damage that he would with a sword.
    (0)

  3. #133
    Player
    HeroIgnis's Avatar
    Join Date
    Oct 2015
    Location
    Ul'dah
    Posts
    29
    Character
    Hero Ignis
    World
    Ultros
    Main Class
    Warrior Lv 100
    They probably didn't want people sitting around using it to start a fight with 100 beast gauge. I see the logic behind it, but I can't think of any huge advantage that would grant other than a WAR OT starting with 6 Fel Cleaves at the beginning of a fight (use Infuriate twice, wait out the cooldown, pull, Inner Release, Fel Cleave x2, Infuriate, Fel Cleave x4).
    The advantage I see is having access to a ability that give you a 360 enmity generator, Steel Cyclone. I find it extremely frustrating re-align mobs all the time because overpower can not cover enough ground or healer pop a ability that pulls everything away and I missed a target for x reason. It isn't that it can't be done with overpower it's that it is more frustrating and ineffective than it is fun. This is why I want flash back.
    (1)

  4. #134
    Player
    HeroIgnis's Avatar
    Join Date
    Oct 2015
    Location
    Ul'dah
    Posts
    29
    Character
    Hero Ignis
    World
    Ultros
    Main Class
    Warrior Lv 100
    I still say Onslaught should have use restrictions (must be more than 10y from target to use), cost no gauge but generate 10 beast gauge instead.
    I either want the potency increase for the beast gauge that is consumes or the beast gauge requirement completely removed.
    (1)

  5. #135
    Player
    HeroIgnis's Avatar
    Join Date
    Oct 2015
    Location
    Ul'dah
    Posts
    29
    Character
    Hero Ignis
    World
    Ultros
    Main Class
    Warrior Lv 100
    Inner Release seems to be the counterpart to Unchained, just like Fel Cleave/Inner Beast and Steel Cyclone/Decimate are linked together. Sort of like you get a DPS increase with Unchained in Defiance, you get a DPS increase (more Fel Cleaves and Decimates) in Deliverance. Within that context, the decision makes sense.
    Wether it makes since or not is relevant to me, the bottom line for me is that it cause another frustration where I have to wait for the stars to align to make use of a new skill or use a old one. Tying the two skills together really make it feel like I didn't really get a new skill because I have to sacrifice one for the other and wait for a opportunity to have everything aligned perfectly again.
    (1)

  6. #136
    Player
    HeroIgnis's Avatar
    Join Date
    Oct 2015
    Location
    Ul'dah
    Posts
    29
    Character
    Hero Ignis
    World
    Ultros
    Main Class
    Warrior Lv 100
    Burning through cooldowns for resources never made much sense, since it undermines the idea of having cooldowns in the first place.
    What is there not to understand? you sacrifice your defensive cooldowns (Vengeance & Raw Intuition) & Buff (Berserk) to gain a total three gcd to get access to inner beast, Steel Cyclone, Fell Cleave, & Decimate. That flexibility made you feel like you weren't doing PLD one two three combos all the time and it promoted intelligent because you had to know when you could utilize those abilities and how long it would take for them to come back in the event that you need to take over Main Tanking.
    (2)

  7. #137
    Player
    HeroIgnis's Avatar
    Join Date
    Oct 2015
    Location
    Ul'dah
    Posts
    29
    Character
    Hero Ignis
    World
    Ultros
    Main Class
    Warrior Lv 100
    Yea basically that is what your force to do and because you force to do them it make the experience of tanking with WAR frustrating. I wouldn't mind these restriction if there was a bigger pay off for it but the reality is that you can play PLD & DRK and get a much more enjoyable experience for the same outcome, So why WAR?
    (2)

  8. #138
    Player
    HeroIgnis's Avatar
    Join Date
    Oct 2015
    Location
    Ul'dah
    Posts
    29
    Character
    Hero Ignis
    World
    Ultros
    Main Class
    Warrior Lv 100
    Look, heres another thing and I hope you don't take this the wrong way but this silly argument of tank should stay in tank stance is ridiculous to me because anyone that understand the class know this already. What makes tank exciting is that you have the option of outweighing the cost to benefit of swapping your stance. Do I want to survive this pull? or do I want cut it short? Is the pull to big to risk doing damage? or can I handle it? This brought excitement to the class, at least for me.
    (2)

  9. #139
    Player
    HeroIgnis's Avatar
    Join Date
    Oct 2015
    Location
    Ul'dah
    Posts
    29
    Character
    Hero Ignis
    World
    Ultros
    Main Class
    Warrior Lv 100
    Penalizing me for stance dancing (mind you in 3.0 WAR had penalties already: the lower health, lost effect of healing increase, no inner beast, the short cooldown. But everyone was fine with it because you had a counter balance for it: more damage, fell cleave, and your combos didn't break. Looking at this 50% lost a beast gauge is just demoralizing and there is nothing to counterbalance that but I digress) is telling me that I am force to play a certain way, as oppose to having the option on how I want to play. And that causes me to want to play another class at best and at worst play another game. (and thus DPS queue times increasing. Not the main factor but a contributing one.)
    oh and shake it off needs to go
    (3)

  10. #140
    Player
    Ghald's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    131
    Character
    Wolf Ghaladia
    World
    Kujata
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Duelle View Post
    Burning through cooldowns for resources never made much sense, since it undermines the idea of having cooldowns in the first place.
    That's why it's a high risk high reward tank, you either burn your CD for stacks because you foresee that you have no use for it or save it for an up coming mechanics or tank buster, if you are greedy you get punished if you play it right you get rewarded. Predictable incoming damage, that's PLD territory.
    (0)
    Common sense is not so common anymore.

  11. 07-05-2017 02:56 PM
    Reason
    posting it in the other thread

Page 14 of 14 FirstFirst ... 4 12 13 14