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Thread: Not again...

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  1. #1
    Player
    Lyth's Avatar
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    Jul 2015
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    Meracydia
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    Lythia Norvaine
    World
    Gilgamesh
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    Viper Lv 100
    Syz, I don't want PLD to sit on all of the raid mitigation tools. Between Passage, Veil, and Reprisal, PLD has a raid mitigation move up every 30 seconds. That's double the amount of any tank. Passage on its own is more powerful than either Sacred Soil or Collective Unconcious, which are the big healer raid mitigation cooldowns. I don't want to see Hallowed Ground be used to cheese mechanics that other tanks cannot.

    I don't WAR to sit on the only tank raid dps boost. If slashing is 'redundant', then why is it still on WAR? There are 126 different combinations of DPS that you can take. 35 of these involve neither a NIN or SAM. That's roughly 30% of compositions which simply aren't possible with a PLD/DRK comp. I don't want to see WAR have access to the largest suite of defensive cooldowns, most of which are on the shortest possible recasts. I don't want to see WAR have a clear cut advantage in both personal and raid dps, as it did in 3.x.

    In short, if you balance raid mitigation against self-healing against personal mitigation against utility against raid/personal dps, you set yourself up for balance problems. If you give one tank a solution to a problem which no other tank has a solution for, then that tank becomes mandatory whenever that problem comes up. Every single balance problem that we've had with tanks and healers over the past two years can be traced back to this type of decision-making. You cannot balance the tanks without treating each of these domains separately. Which is why they haven't yet successfully balanced the tanks.
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  2. #2
    Player
    SyzzleSpark's Avatar
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    May 2016
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    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
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    Summoner Lv 66
    Quote Originally Posted by Lyth View Post
    I don't WAR to sit on the only tank raid dps boost. If slashing is 'redundant', then why is it still on WAR? There are 126 different combinations of DPS that you can take. 35 of these involve neither a NIN or SAM. That's roughly 30% of compositions which simply aren't possible with a PLD/DRK comp. I don't want to see WAR have access to the largest suite of defensive cooldowns, most of which are on the shortest possible recasts. I don't want to see WAR have a clear cut advantage in both personal and raid dps, as it did in 3.x.
    You're right, but at the moment, NIN and SAM are probably the two most popular melee DPS. Perhaps I'm wrong, but those 30% of compositions seem like they would be not just suboptimal but undesirable currently.

    Quote Originally Posted by Lyth View Post
    In short, if you balance raid mitigation against self-healing against personal mitigation against utility against raid/personal dps, you set yourself up for balance problems. If you give one tank a solution to a problem which no other tank has a solution for, then that tank becomes mandatory whenever that problem comes up. Every single balance problem that we've had with tanks and healers over the past two years can be traced back to this type of decision-making. You cannot balance the tanks without treating each of these domains separately. Which is why they haven't yet successfully balanced the tanks.
    I agree in theory. Its just that like I said, SE is far more likely to just tweak numbers rather than add new abilities or return old ones, historically, for better or for worse. People tend to make requests based on what they believe is likely to be satisfied/fulfilled.

    Inb4 someone runs in here screaming "HOMOGENIZATION HNNNHHNGGG"
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    Last edited by SyzzleSpark; 07-16-2017 at 06:13 PM.

  3. #3
    Player
    Lyth's Avatar
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    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by SyzzleSpark View Post
    ...
    I'm not so sure. The change to Shake it off indicates that they're at least willing to rework existing abilities to introduce in new effects.

    Homogenisation only ever seems to be an issue when players want to keep an imbalanced status quo. People always cite the "X has superior design. Don't nerf X, buff Y to its level," meme, but when pressed on implementing the changes, the homogenisation card comes out. Let's not remove the GCD penalty or stance change resource costs from all tanks. That would make us homogenised. By the way, why can't we have a gap closer? Please fix. Okay, now that we have a gap closer, I don't like the resource costs on Onslaught. Why can't it have no resource costs like Plunge except be on half the recast? This ability is useless!

    Some degree of variation is good, but you still need to be able to answer the same problem set. If not, you run into situations where you must bring X for a given fight, which forces players to switch mid-tier, instead of simply using the job's skillset to clear. Nobody wants that.
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