Here's a compilation of tank performance results for Deltascape so far.
![]()
The majority of the discussion on the forums has been on "utility" vs. damage. Utility is a catch-all phrase that is used to describe things which might benefit the group but doesn't necessarily translate directly into damage. The prevailing groupthink being that WAR has to strive oh-so-hard to compete with their PLD overlords' superior damage and utility.
But the figures show otherwise. WAR fairly comfortably outperforms the other two tanks across all skill levels on nearly every fight. A lot of this likely comes from the 4.05 changes, which revert most of the SB resource costs on WAR and then some. Gauge costs are even cheaper than they were in HW, while DRK has to pay large amounts of potency to access even their basic mitigation kit, let alone their "utility" skill.
Is the discrepancy balanced out by a single-target bubble which costs 25% of your resources and is a dps loss in the long term? Probably not.
What people subjectively report as "difficulty optimising" generally refers to the amount of skill investment required to produce an incremental gain in dps. In other words, the slope of the graph. This will largely depend on where you are on the graph. In general, these anecdotal reports aren't generally talking about how to get from the 90th to 99th percentile (which is where the slope is at its steepest).
The main problem that I have with the word "utility" in these discussions is that it's often used to describe things that often don't confer a benefit. I can shield a WAR with TBN on a tankbuster for 25% of my MP and a minor dps loss, but there's no point in doing so if they're more than capable of surviving on their own by having access to largest free mitigation suite in the game. It's fun, yes. If it's balanced as a dps gain (as it was in 4.01 for a whopping 4 potency per use), then it's just a personal dps gain, not utility.
The discussion of raid mitigation tools is a valid one that affects both WAR and DRK. I think that it would be less of an issue if PLD didn't have both Passage and Veil. But you also can't balance this against personal and raid dps boosts.
You can call 100% uptime buffs like Maim "synergy" or whatever cute phrases you like, but when they're mandatory for at least a quarter of your raid group, they still influence comp meta. Personally, I think that these should have been removed outright along with the old 100% raid mitigation buffs, like HW's Path and INT down buffs. This is not active synergy. You might as well make it a trait: 'Must bring one of these three jobs to enter instance'. The slashing buff was one of HW's major balance problems, and it still hasn't entirely gone away.
Pretty much any attempts that the devs made to rebalance WAR with the other two tanks at the start of SB has been reversed, and then some (now with even more Fell Cleave bot spam). The bigger issue, however, is the fact that they've shown a willingness to capitulate to the demands of an outspoken playerbase, and the loudest voice inevitably wins out. Don't like an ability? Complain about it and design a completely new one. Instead of seeing discussion on how to actually play the jobs better and tackle these supposedly 'difficult optimisations', we're instead inundated with Shake it off design contest threads.
It gets tiresome after a while, yeah?







Reply With Quote



