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  1. #1
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Aana View Post
    All tanks must be near equal in DPS 1st and foremost. There is no such thing as balancing apples and oranges (DPS and raid mitigation). It works for DPS because 'dps utility' is just raid DPS exchanged for personal DPS. Apples to apples.
    They don't need to be equal in personal DPS. And you mention a solution for that, that their utility is translated as what DPS it makes the raid gain.
    The easiest utility is having unique damage buffs (Like Slashing Debuff in 3.x), but it can also apply by lowering healing requirements, thus indirectly increasing healer's DPS.
    Both of them just need to be on par with what personal DPS the tank lacks.

    Just an example : If Sole Survivor would put a vulnerability debuff on the target, it would make DRK more competitive than it is now without touching its personal DPS.
    (0)
    Last edited by Reynhart; 11-09-2017 at 05:22 PM.

  2. #2
    Player
    Aana's Avatar
    Join Date
    Nov 2014
    Posts
    485
    Character
    Aana Azel
    World
    Exodus
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Reynhart View Post
    They don't need to be equal in personal DPS. And you mention a solution for that, that their utility is translated as what DPS it makes the raid gain.
    The easiest utility is having unique damage buffs (Like Slashing Debuff in 3.x), but it can also apply by lowering healing requirements, thus indirectly increasing healer's DPS.
    Both of them just need to be on par with what personal DPS the tank lacks.

    Just an example : If Sole Survivor would put a vulnerability debuff on the target, it would make DRK more competitive than it is now without touching its personal DPS.
    The problem is that mitigation does not directly translate to healer damage. It 'could' or 'might' but that is highly situational and assumes a LOT of things. Healers have to actively be trying to DPS (that fundamental point isn't even always true, particularly in pugs/DF where 99% of the game lives). The healers have to be good enough to recognize when 1 GCD is going to overcure and not be necessary. Mitigation is often heavily washed out by overhealing. Rates of 30%+ overheals are commonplace. So mitigation would just raise that number in many cases and never translate into actual healer DPS, or would do so at 70% efficiency (or whatever the overheal ratio is) and a number of other poblems, etc etc.

    DPS raid 'utility' that buffs raid damage is much more direct because 6/8 people are always smacking a mob. Sure the pros will min max to line up every buff with TA etc, but even in the avg group just making everyone do more damage is guaranteed to translate to DPS. Using the middleman of healers 'potential' higher DPS as a factor to balance tank DPS is pretty weak.

    Put another way: Imagine every tank does 3k damage. BARANCE. OK, Drk has crap defensive utility compared to pld. How much DPS do we give drk to make up for cover? 50dps? 20dps? Maybe the equivalent of 2 GCDs of healer? How much DPS is veil worth? 100 dps? 20dps? Whats 'fair'? Especially if you go the route of 'possible' healer DPS gains that may or may not even be realized.

    Its really easy to to rank mitigation 1>2>3 DPS 3>2>1 but when you talk about actual values it quickly becomes clear its apples/oranges.

    The simple way would be treat them like DPS. Give them raid damage buffs but that takes away from the 'fantasy' of playing tanks. But at least if DPS is balanced there is never the pld of 3.0 situation ever again. There will be preferences, a best, as there always will be unless they are clones. But at least if you 'like' to play (insert job) you wont be shunned for it.
    (0)

  3. #3
    Player
    Mycow8me's Avatar
    Join Date
    Aug 2013
    Posts
    1,057
    Character
    Tolby Seyfert
    World
    Cactuar
    Main Class
    Blacksmith Lv 70
    Apples to oranges is irrelevant and I'm tired of reading it. If it affects the overall versatility of a class then it has to be balanced and you won't find a balance till you try. The current tank balance is off, at least in DRKs case. Could easier balance be achieved if every class had the same skills? Obviously so... then we may as well all be playing pld with different skills.

    Redmage can raise and upkeep a tank, how do you balance that into a DPS category without lowering their dps in the first place. How do you balance support skills vs dps? Is that bananas vs apples or something? They are different but they still require balancing, that's all there is to it. You can't have every class do 3k and one class bring an arguably useless utility that gets used for personal utility anyway, one class bring a useful utility, and another class have 4 utility skills.
    (0)

  4. #4
    Player
    Aana's Avatar
    Join Date
    Nov 2014
    Posts
    485
    Character
    Aana Azel
    World
    Exodus
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Mycow8me View Post
    Apples to oranges is irrelevant and I'm tired of reading it. If it affects the overall versatility of a class then it has to be balanced and you won't find a balance till you try. The current tank balance is off, at least in DRKs case. Could easier balance be achieved if every class had the same skills? Obviously so... then we may as well all be playing pld with different skills.

    Redmage can raise and upkeep a tank, how do you balance that into a DPS category without lowering their dps in the first place. How do you balance support skills vs dps? Is that bananas vs apples or something? They are different but they still require balancing, that's all there is to it. You can't have every class do 3k and one class bring an arguably useless utility that gets used for personal utility anyway, one class bring a useful utility, and another class have 4 utility skills.
    And look at where blm and rdm are. Or sam and nin. They are all unbalanced according to the community. WHy didn't people use the superior mitigation of Pld/War/Mnk/(Nin-Drg) compared to Drk/War/Nin/Drg for all of heavesward?

    You say its possible and we should try. SE has been trying and failing since 2.0. Other games have been failing for years. The content alone will determine whats important to have and whats not. The players will, without fail, optimize their play and compositions to fit that mold. The way 14 is designed its all about damage with little concern for anything else. Unless SE starts redesigning their content then raid DPS is the single largest factor in shaping player perceptions about jobs and their viability. So work on the big rock issues and don't fill your jar with sand. Mitigation has a value, but its is both smaller than DPS and more ephemeral. If jobs do similar damage they will be 98% of the way to balance and thus all playable, functional, viable. Drk is behind on damage. Fixing that is both easy and the most effective path to balance. Its also a PVE game. Balance will never be the top most concern of devs. The pendulum will swing around every few patches, but if DPS is comparable then it will be small swings. We aren't going to get starcraft level balance because its a PVE game. But we can just get close enough for govt work and the straightest, foolproof way to do that in the games overall design is DPS.
    (0)

  5. #5
    Player
    Crater's Avatar
    Join Date
    Mar 2014
    Posts
    399
    Character
    Jade Nixx
    World
    Balmung
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Aana View Post
    WHy didn't people use the superior mitigation of Pld/War/Mnk/(Nin-Drg) compared to Drk/War/Nin/Drg for all of heavesward?
    Because DRK/WAR offered a better mitigation package than PLD/WAR/MNK.
    (3)