Yet the add tenacity an the Stat is broken, nobody has say anything about that, the Stat has no weight at all.
Yet the add tenacity an the Stat is broken, nobody has say anything about that, the Stat has no weight at all.
Adjust tenacity to actually be useful, problem solved.
If they dont want our HP inflating they should just change fending accessories to always have Tenacity/STR, no VIT.
Not like we ever had a choice to add VIT before.
(And nor does it mean they need to make VIT scale equally to what they add to STR/DEX/INT/MND in DPS, either just add STR by default, or make the % of what VIT gives different than 1:1. Heck 1 VIT could be 2 attack power, as broken as that is, and it would stop you from making gear with too much VIT real quick.)
CLAIRE PENDRAGON
The Ffxiv dev team are idiots. They made a useless stat, took away class utility, tried to widen the skill gap of players but tried not to make it noticeable. Then they made things hit harder and made us use old gear. NOW they wanna say that they don't want hp inflation, which is okay, only when it should have been tested first ! IDIOTS.
To people saying that Tenacity is worthless: stop spreading misinformation. The "1% per 1000 points" was debunked.
It's not optimal in terms of damage, but it's not bad either. It might even see use in progression.
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In regards to "HP inflation", I think they just don't want having to deal with scaling. They want the stat to be at 1, and not 0.45 or 0.90 kind of weird stuff. Having Attack Power coming from VIT means that Attack Power and HP are controled by one stat only, hence different stat weight.
It's just more simple to adjust Attack Power (without touching HP pools) with STR than having to fiddle with scaling on only one stat.
At least that's my take on their explanation.
Yoshi and SE, I respect you and all, but you do the dumbest shit sometimes...
I'm confused. They don't want to inflate our hp, but we can only wear vit gear. We can't possibly over inflate it because it's the only gear we have access to. Does that mean tank gear is no longer relevant, because they won't increase vit? And if they are still going to add vit to new gear is over inflation still a concern? Is tank gear just for ilvl req. and glamour now?
What I believe that quote is referring to is that they would have a much more difficult time scaling content if vitality was still giving out AP. They have to tune incoming boss damage along with the DPS in order to down the fight. Let's say that for a boss they assume tanks need 50,000 HP in order to feel "safe" and 5000 DPS to meet the enrage. Because of the high vit from the right side, it may be difficult not to give tanks "too much" DPS while also meeting the HP check. As a result, they would constantly have to play with the AP formula to not go overboard every patch.I'm confused. They don't want to inflate our hp, but we can only wear vit gear. We can't possibly over inflate it because it's the only gear we have access to. Does that mean tank gear is no longer relevant, because they won't increase vit? And if they are still going to add vit to new gear is over inflation still a concern? Is tank gear just for ilvl req. and glamour now?
1) Assuming we're wearing Tank accessories, there's literally no way we can get more Vitality/HP bc we can't even meld it bc it's capped.
2) It really is more effort to increase enmity every tier of gear rather than just have damage scale a little more evenly, i.e. vit-damage
3) [Re: 3.X WAR too strong] WAR did mainly burst damage, but aside from that WARs entire theme/gimmick was that it hit harder to do more self-sustain and maintain enmity whereas PLD simply took less damage in general and had way more defensive CDs. Even when OTing as WAR, I'd have to slow down to keep from ripping boss hate off (usually undergeared but insistent) MT while I was in Deliverance. Yes cutting it down is fine but the levels that they've cut it down to have left many WARs scrambling to perform actual tanking in 4-man content. 50 dungeons leave me with even less TP than before and less enmity.
4) We can have scaled-down vit-damage. It's not going to out-do the DPS or break the game. We're literally having enmity problems to the point that our enmity modifiers have been buffed so soon after the initial buff in SB.
5) 1000-Tenacity per point, whether debunked or not, doesn't feel too off the mark. Running the numbers, tenacity does nothing for any aspect I'm dealing with, especially healing received.
6) Surprise surprise not all tanks who want higher damage want it for the mad DPS numbers. I'm of the tankiest of tanks mentality where I have a job and I'm going to focus on that job, but I need adequate damage to do it. Spamming Flash until my MP drains out is not only bad form in single pulls in dungeons, but isn't going to save me from the RDM or BLM with a Balance or Arrow even when using their enmity reducers. Not only that, dungeons are gear capped. I'm about to hit end-story content where the DPS who are further in gear than me are going to have a far higher margin of enmity between me and them vs me and dungeon-capped DPS. AKA: Antitower Tank Problems all over again.
Last edited by colorfulcheshire; 07-05-2017 at 08:39 AM.
So our dps, no longer matters? Back to 1-2-3 flash? Fight or flight, sword oath, sprits within, total eclipse, goring blade, royal authority, Holy Spirit, and requiescat are just fluff? Why did they even give them to us if we're not suppose to do damage? Ot? Turn off shield oath and spam riot blade. Hahaha so after 4 years we are right back to 2.0 pld, "best expansion so far"...too funny.
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