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  1. #1
    Player
    SyzzleSpark's Avatar
    Join Date
    May 2016
    Posts
    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
    Main Class
    Summoner Lv 66
    With the changes to healers and the MND stat, if pentamelds make a "triumphant" return we will once again have this hot garbage system where certain jobs have to spend millions of gil for the ideal gear, be it prog bis or farm bis. I never want to go back to that crap again.
    (2)

  2. #2
    Player
    Kothos's Avatar
    Join Date
    Nov 2015
    Posts
    32
    Character
    Kothos Dullmill
    World
    Behemoth
    Main Class
    Warrior Lv 70
    After all that was spoken on this current thread and among others across the forum I came to a conclusion.

    Tank accessories in my opinion should be STR.


    This might seem crazy at first be here are some of my reasons to this conclusion

    First VIT as it is nowadays is not a main attribute for tanks because:
    Once you hit some hard limit, more vit is useless.
    All tanks abilities scale from STR(even healing scales from Attack Power!)

    If STR was the main attribute on tanks accessories we could meld VIT like other jobs do, by my experience during raid progression is usual to some dps meld vit to stay alive, why can’t tanks do the same thing?

    It would end all discussion about tank dps, square could just adjust the Attack Power per STR ratio.

    Of course, if we had no vit from accessories Square could adjust base tank vit stats.

    AS crazy as it sound, this leave us free to use anything like other jobs!

    Editing main topic
    (2)
    Last edited by Kothos; 07-09-2017 at 07:49 AM.

  3. #3
    Player
    mcspamm's Avatar
    Join Date
    Apr 2015
    Posts
    99
    Character
    Sophi Wynne
    World
    Malboro
    Main Class
    Marauder Lv 70
    I am personally all for the devs adding a reasonable amount of STR on all tank-locked accessories (i.e. at least 53 STR each, so that they're strictly better than 270 STR pieces after melds).

    That said, just because this is the "simplest" fix (even the armchair game designers are suggesting this) doesn't mean this is the direction Square wants to take tanks.

    Here's a link to another post I wrote with other possible alternatives. Mainly of note are suggestions two and three (since adding STR to tank accessories is the first thing that seems to come to everyone's mind): VIT boosting enmity, or locking tanks out of STR but giving other scaling benefits on accessories instead (mostly as a last resort if they simply refuse to let tank AP scale from right side gear moving forward).

    http://forum.square-enix.com/ffxiv/t...=1#post4270526

    Ideally, I would want them to make VIT boost enmity, in addition to adding STR to tank accessories now that they're role locked.
    (1)
    Last edited by mcspamm; 07-09-2017 at 09:32 AM. Reason: Char limit

  4. #4
    Player
    neoxdeciple's Avatar
    Join Date
    Jan 2014
    Location
    Ipswich
    Posts
    108
    Character
    Shiroe Enchanter
    World
    Moogle
    Main Class
    Dark Knight Lv 60
    I'm pretty much the same as the original poster, played tanks since good old turn 5 and I agree over all with his assessment of how its been. that said.

    I've got my Drk to 70 and completed all current available content, and I've got to say, tank classes just aren't as satisfying to play anymore. (I'm not talking class mechanics here I'm just talking numbers) like the OP said I don't wana be doing mega dps but i want to feel at least I'm contributing to the party and right now I feel like a meat shield and literally nothing more and can only for see this getting worse over time.

    Personally think 3.0 (although convoluted in its explanation) had tank dps calculations right, vit was worth while and we was even a tad spoilt that we could switch a few for dps accessory's without hitting as hard as a dps. As it stands however, tanks feel like they hit like wet noodles, and there is NOTHING worse than getting a gear "upgrade" and going oooo look! MORE BLOODY HP THAT I DON'T NEED, and oooo! ZERO dps increase. These are sad times IMO.
    (2)

  5. #5
    Player
    Naelle's Avatar
    Join Date
    Nov 2011
    Location
    Limsa Lominsa
    Posts
    399
    Character
    Robin Gunn
    World
    Sargatanas
    Main Class
    Paladin Lv 80
    Would it not be easy to remove all STR from fending gear and make tanks damage scale 1.0 on VIT?
    (0)

  6. #6
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Naelle View Post
    Would it not be easy to remove all STR from fending gear and make tanks damage scale 1.0 on VIT?
    The easiest "solution" is the .45 str/vit they had going before, which puts them at about 80-85% attack power of a DPS, which is what they had before. The change itself makes no sense outside of SE wanting to move away from "The Tank is just a discount DPS" paradigm that's been present.
    (3)

  7. #7
    Player
    YitharV2's Avatar
    Join Date
    May 2017
    Posts
    468
    Character
    Arnar Grande
    World
    Ultros
    Main Class
    White Mage Lv 70
    Quote Originally Posted by Kabooa View Post
    The easiest "solution" is the .45 str/vit they had going before, which puts them at about 80-85% attack power of a DPS, which is what they had before. The change itself makes no sense outside of SE wanting to move away from "The Tank is just a discount DPS" paradigm that's been present.
    It makes sense in the fact that it's hard to balance two stats separately when they both depend on one stat.
    (0)

  8. #8
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by YitharV2 View Post
    It makes sense in the fact that it's hard to balance two stats separately when they both depend on one stat.
    It's really not. you just adjust the numbers on one end if you feel either is too high.

    Too much health this way? Adjust HP/Vit down. Too much attack power? Adjust one or both to .35, .25, etc etc.
    (2)

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