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  1. #11
    Player
    Vallamaria's Avatar
    Join Date
    Mar 2016
    Location
    Limsa Lominsa
    Posts
    93
    Character
    Lydalia Vallamaria
    World
    Balmung
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Derio View Post
    However SE said fixing tanks is high priority and we will see in 4.05
    Yeah, and back before Stormblood came out they also told us the reason we weren't going to get a new Tank Job this expansion is because they wanted to focus on balancing the ones we already have. But we've all now seen just how well that so-called "balancing" has turned out. If anything it just raises the question of whether SE even has any idea of how to fix Tanks. Since it seems their idea of a "fix" is to just nerf the current strongest Job of a role into the ground and buff the weakest one up so high that it's soaring up way above in the sky!
    (1)

  2. #12
    Player Jhett_Magnum's Avatar
    Join Date
    Dec 2014
    Posts
    385
    Character
    Zanku Hado
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by SyzzleSpark View Post
    snip
    1.If you can't understand it then there's no point really.
    2. In terms of tank balance DRK should have the strongest offensive kit that could also mitigate via damage. Ask me why.
    4. Did you read the part where I said BS exstends BW? I'll take 100% uptime on BW any day and inadvertently making TBN feel that much better to use. Delirium could be reworked as a defensive cd if you want it that bad.
    5. Yet again to each their own. Although I have a feeling Quietus is going to get a change of some sort.
    6. You didn't say that though.
    I agree on the latter though.
    7. Content design must adhere to tanks first and foremost. Also no stance dancing, burn phases, tank swaps, adds, shirk etc...) :^)
    (0)

  3. #13
    Player
    Mnemosynia's Avatar
    Join Date
    Mar 2017
    Location
    NY
    Posts
    127
    Character
    Lilith Pendragon
    World
    Malboro
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by SyzzleSpark View Post
    snip
    HEY just because you say something is a strawman does not mean it is. If you dont have a retort say I just disagree.

    1. Yes you were asking for homoganization.
    2. Pointing out another skill that has nothing to do with the topic and is with out a doubt a strawman of strawmans (hey skill a is boring but so is skill b so it's fine?
    3. We do the least damage of all the tanks wtf are you talking about. With the grit damage thing holy God damn the level of disinformation on this is insane.

    Lastly dumping quietus just to drop you blood guage because you happen to be in an big pull and doing it only because you can't gain any blood is bad design, if you would rather DA+AB in every other is testiment that the skill sucks.
    (1)
    Last edited by Mnemosynia; 07-07-2017 at 11:15 PM.
    6/20/17 The day that Dark Knights truly accepted the darkness good night sweet princess.

  4. #14
    Player
    SyzzleSpark's Avatar
    Join Date
    May 2016
    Posts
    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
    Main Class
    Summoner Lv 66
    Except that I never said I wanted anything homogenized, and I never said drk/war should be able to parry magic, you guys literally just pulled that out of a hat. Hence, strawman.

    I think the tanks should deal differing amounts of damage, and have differing amounts of utility. I do not think that a tank should have a cool down that is rendered useless by content.
    (1)

  5. #15
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
    Posts
    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    I know it is unlikely for us to get anything truly ground breaking come patch, but heres what I would like to see replace our old parry mechanics:

    1. Bloodspiller lowers the cooldown timer on carve and spit by 6 seconds.

    2. Dark arts lowers the cooldown timer on delirium by 3 seconds per use.

    3. Sole Survivor grants 15 seconds of no resource cost for abilities.

    4. TBN grants 10% reduced damage taken for 5 seconds if shield breaks.
    (1)
    Last edited by Chrono_Rising; 07-08-2017 at 02:02 AM. Reason: Autocorrect fail

  6. #16
    Player
    SyzzleSpark's Avatar
    Join Date
    May 2016
    Posts
    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
    Main Class
    Summoner Lv 66
    Quote Originally Posted by Chrono_Rising View Post
    I know it is unlikely for us to get anything truly ground breaking come patch, but heres what I would like to see replace our old parry mechanics:

    1. Bloodspiller lowers the cooldown timer on carve and spit by 6 seconds.

    2. Dark arts lowers the cooldown timer on delirium by 3 seconds per use.

    3. Sole Survivor grants 15 seconds of no resource cost for abilities.

    4. TBN grants 10% reduced damage taken for 5 seconds if shield breaks.
    Yes, finally, someone else in this thread that wants to fix actual problems and not just shoehorn us into an OT role by making our actual tanking tools 100% inferior.

    My only problem with your suggestions is that they make it even harder to fight resource overflow, perhaps even impossible in practice; I think certain mana returns would have to be returned to make it work, but otherwise these are nice.
    (0)

  7. #17
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
    Posts
    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    I don't see this as a problem, I can always dark arts something else lol. But I like the sole survivor suggestion because I believe it would mean we actually get to spam bloodspiller dark arts free of cost for a few. So just like mana floor first then do that. I kinda see it like a two phase dps system. On the one hand you build resources like crazy, for the other you get to avoid resources for a short amount of time. The trick would be never doing both.
    (0)

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