Of course tera with its action combat feels more engaging than FFXIV with its standard tab target Combat and where have I said easy content shouldnt be engaging or fun? I just stated that its meant to be easy and further, with how FFXIV is designed it will naturally be less engaging as tera
This thread is a joke. In dungeons on big pulls, Tank stance all day. Anything else Halone x1-2 on opener then swap to sword oath and go bananas. I cant be the only one here that doesnt have any issues keeping aggro and mitigating dmg in dps stance cmon lol. And if you do then why would you complain instead of trying further better yourself on your role. Shitter tanks you come accross in DF dont represent all of us. This is a dps centric game get over it lol.
It was the case at 2.0 launch where stance dancing wasn't really so popular. Mostly a practice from top raiders but it wasn't really the norm.
In 3.0, the meta evolved into a more dps centric gameplay, both due to the harsh dps checks in gordias and organically from the class design (having more dps oriented actions).
And really it's not a bad thing, it does make the tank role more exciting but created a pretty big gap in player skills.

I think SE was trying to close that Gap and as a result the destroyed tank balance it's the main reason why many tanks are just rolling dps or no longer playing.It was the case at 2.0 launch where stance dancing wasn't really so popular. Mostly a practice from top raiders but it wasn't really the norm.
In 3.0, the meta evolved into a more dps centric gameplay, both due to the harsh dps checks in gordias and organically from the class design (having more dps oriented actions).
And really it's not a bad thing, it does make the tank role more exciting but created a pretty big gap in player skills.
I hear dpa queues are 20+ mins which is far worse then HW even in it's deadzone.
Last edited by Mnemosynia; 07-13-2017 at 04:04 AM.

It is a bad thing when you side line one tank and make the other two the meta, how is that not a bad thing?It was the case at 2.0 launch where stance dancing wasn't really so popular. Mostly a practice from top raiders but it wasn't really the norm.
In 3.0, the meta evolved into a more dps centric gameplay, both due to the harsh dps checks in gordias and organically from the class design (having more dps oriented actions).
And really it's not a bad thing, it does make the tank role more exciting but created a pretty big gap in player skills.



They should though. All tanks are equally viable for any end-game content ever since 2.1. What happens is that the top 1% players decide (with reasons tied to world first race in mind, not because it's the only viable option) that X job performs better than Y job. That's fine, since that is how world first race works. there is always X job performing slightly better enough to justify taking it over Y job.
That said, quid of the remaining 99% players? Those are just sheeps disregarding jobs because "hurr durr they are bad" without having thought a second about it. They are the same people going full STR no tank stance in every content without any regard to their (random) team capacities since "hurr durr the top 1% manages it just fine in their fully synergized static".
I'm not saying that some jobs aren't in a bad spot (DRG, BLM sorta) or straight up not working (hello SCH/MCH) with the current state of the game. But saying that a job is not working because sheeps aren't using it (PLD in 3.X, WAR in 4.0) is wrong.

I said underutilized in the sense that the job's utility was not prevalent in encounters. For instance, magic blocking is something they could have done earlier. My response was in line with the development of Heavensward's encounters and the way War/Drk was designed. The crazy DPS checks obviously are going to bring up the topic of tank dps too, and yes, it is on the designer to make the jobs and encounters balanced properly. Ie. Giving Paladins Int down alongside reprisal, and Warriors' Storm's path/eye were very good with nothing comparable for Paladins.
I can use the same idea now: There is currently no reason to use a dark knight as a main tank next to a paladin. You cannot blame a player for that. A paladin on Delta 4 will be able to eat a 2-stack lightning far easier then a dark knight can while pumping out comparable or better dps.
That's not going to stop me from tanking it either, but it's certainly worth pointing the finger at the designers and questioning their balance decisions, not pointing the finger at the paladin who's going to do it better then I can by mitigation abilities alone.
Last edited by Kalocin; 07-13-2017 at 07:00 PM.


Keep this in mind when you think about the role of a tank in the game.
Even if you die in this game you can come back and still get loot if the group wins. So "damage the mob to zero" is the only real goal in combat and I dare you to prove me otherwise. Secondary goals are do it easy and do it fast if you can.
The "trinity" system in MMOs is just a popular meme that probably originally developed because it was the most optimal way to kill. At some point I assume someone figured, "we get a high defence character just to hold the mobs, you keep him alive and then we can defeat this monster even with our party as we'll last long enough to damage him down to 0." And it worked so people stuck with the system, then developers eventually started designing encounters and classes(jobs) around having people performing these roles, I suppose.
For tanks not to worry about DPS makes no sense. When it comes down to it all they are doing via tanking is trying to kill the mob through damage like everyone else. Just indirectly - keeping players characters alive and able to attack so the damage output can continue. Tanks are just damaging like everyone else, but indirectly - because no damage is being done if dps are dead from direct attacks. Tanks and Healers are just characters that trade personal damage for utility that assists the group as a whole in its DPSing efforts.
Mitigation is just a means to an end, unless tanks somehow got better gear after the fight for generating high aggro and taking as little damage as possible, they will always want to maximize damage output best they can.
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