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  1. #1
    Player
    Mycow8me's Avatar
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    Aug 2013
    Posts
    1,057
    Character
    Tolby Seyfert
    World
    Cactuar
    Main Class
    Blacksmith Lv 70
    I kinda hope usability was poor word choice or poor translation but honestly it could mean pretty much anything from cooldowns to the overall play of the class... Probably not gonna worry about it, more worried about dark knight anyway.
    (0)

  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 Mycow8me View Post
    I kinda hope usability was poor word choice or poor translation but honestly it could mean pretty much anything from cooldowns to the overall play of the class... Probably not gonna worry about it, more worried about dark knight anyway.
    It could be almost anything. Buff, nerf, complete redesign. I have my suspicions, but only SE knows for sure. So all I can do is reiterate the OP. Please don't try to dramatically change warrior. There are jobs that are in far greater need of your attention than spending development time and money on a class that is objectively fine according to play rates, clearing rates, damage capability and overall defensive capability. Don't listen to 1 or 2 high profile players and start tweaking when all the data and general consensus is that war is in a good place.
    (1)

  3. #3
    Player
    Mycow8me's Avatar
    Join Date
    Aug 2013
    Posts
    1,057
    Character
    Tolby Seyfert
    World
    Cactuar
    Main Class
    Blacksmith Lv 70
    I'm guessing it has something to do with discussions on the Japanese forums but here's something a discord friend linked me.

    (1)

  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
    I'm guessing it has something to do with discussions on the Japanese forums but here's something a discord friend linked me.

    Still begs the question. What exactly is 'hard' to use on war right now?

    The only thing that annoyed me about war in stormblood was running dungeons without flash to gather stuff and pulling adds with flash as they spawn in raids faster than target+long OP animation. Dungeons burns TP real fast to gather stuff with OP/Toma before you even start the OP train. (That and playing geometry simulator to hit mobs with a triangle as you sprint through them while accounting for lag). But I've been playing war since 2.0 so it didn't take much to readjust.

    TLDR: I miss flash lol.

    Maybe theres some obtuse aspect about war I'm missing since ive just played it so long. But it seems pretty straightforward to me.
    (1)

  5. #5
    Player
    konpachizaraki's Avatar
    Join Date
    May 2015
    Posts
    173
    Character
    Grandfall Fraxinus
    World
    Tonberry
    Main Class
    Warrior Lv 70
    Quote Originally Posted by Aana View Post
    Still begs the question. What exactly is 'hard' to use on war right now?

    The only thing that annoyed me about war in stormblood was running dungeons without flash to gather stuff and pulling adds with flash as they spawn in raids faster than target+long OP animation. Dungeons burns TP real fast to gather stuff with OP/Toma before you even start the OP train. (That and playing geometry simulator to hit mobs with a triangle as you sprint through them while accounting for lag). But I've been playing war since 2.0 so it didn't take much to readjust.

    TLDR: I miss flash lol.

    Maybe theres some obtuse aspect about war I'm missing since ive just played it so long. But it seems pretty straightforward to me.
    i think it's inner release, it is tied with unchained,and spamming 6-7 fell cleave once every 2 minutes isn't as good as it seems. they will probably change it to increasing fell cleave damage instead to make it simpler
    (2)

  6. #6
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
    Posts
    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by konpachizaraki View Post
    i think it's inner release, it is tied with unchained,and spamming 6-7 fell cleave once every 2 minutes isn't as good as it seems. they will probably change it to increasing fell cleave damage instead to make it simpler
    I'm going to take it at face value that warrior's difficulty is set too high for what it does. The thing is directly raising Fell cleave damage isn't going to make the class easier, on the contrary it would make it more punishing. Imagine losing an 800 potency Fell Cleave as compared to missing a 500 potency Fell Cleave.

    As far as I understand, admittedly a limited understanding, I believe the issue stems from the high burst and missing a Fell Cleave or worse dying during battle messing up gauge. The only way I see to fix this (without really messing with the burst design) would be to increase the frequency of the bursting, like at minute or minute and a half intervals, but spread out the peak of the burst so that both peaks reach the same average height as before. This way messing up one high burst isn't as disastrous as is now.

    Or we are all going to be very surprised lol.
    (4)

  7. #7
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    I think that one of the problems that SE is running into is that they tend to interpret player feedback very literally.

    At the start of this expansion, for example, there was a lot of feedback from players about being forced into VIT only accessories. We may be tanks, but we still want to see our abilities have an impact when they hit. Instead of presenting this as "we don't want you to completely nerf our damage output", players said "we're worried about holding enmity" to try to justify the point. Cue 4.01, and a series of enmity boosts from the devs. The point was not about enmity. It was about damage.

    The 4.1 change is similar. The WAR community as a whole pushed the idea that "we have less 'utility', so we should do higher damage". 'Utility' is a nebulous term that defies consensus. The dev response was to buff "utility" by turning Shake it Off into a powered-up version of Divine Veil. But the point was never about 'utility'. It was about damage.

    It's simple enough to understand why damage output gains such a focus. For one, it's often been treated as a surrogate for skill. We've built up a culture of "I might not be able to do mechanics, but hey, check out my dps up until the point where I wiped the raid." There's also a sense since HW, especially at lower skill levels, that WAR is a good job to play if you want to give the illusion of doing high dps, without the pressure or technical skill required to play an actual dps job. It's a safe haven where you can hide under the radar.

    The newest vogue has been job "difficulty". Not out of choice, but because all other excuses have been exhausted. "WAR should do more dps because it's more technically difficult to play." This is a hard sell. Players generally do not play jobs to the same level of competency. If you've sunk hundreds of hours into WAR, that's time that you didn't invest in the other two tanks. It's a very subjective concept.

    The other problem is that there's a fine line between describing something as "difficult" and admitting personal weakness. Likewise, players often describe challenging things as "easy" to inflate their own skill. When players like Xeno go on about how difficult WAR is, the implication is not supposed to be that they're struggling with it. You're supposed to be impressed. As someone once aptly put it: Hardest job = my job, easiest job = your job.

    The problem now is that people are scraping the bottom of the barrel for reasons why WAR could be more difficult, many of which would baffle a longtime player of the job. "B-but what if I pop all my buffs, and then, instead of pressing my highest potency attack again and again, I stare off blankly into space for two minutes?" as if this is somehow unique to WAR. I get second-hand embarrassment from reading some of these complaints. A part of me always hopes that a dps main doesn't stumble into the middle of this sort of discussion. It reflects badly on all of us.

    As icing on the cake, of course, the devs once again take it in a completely different direction. "So WAR is too difficult, you say?" It's like they have selective hearing about the word "dps" when it comes to tanks.

    This thread is correct. If it ain't broke, don't fix it. But it's not entirely the devs' fault. Be careful what you wish for.
    (21)

  8. #8
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Chrono_Rising View Post
    I'm going to take it at face value that warrior's difficulty is set too high for what it does. The thing is directly raising Fell cleave damage isn't going to make the class easier, on the contrary it would make it more punishing. Imagine losing an 800 potency Fell Cleave as compared to missing a 500 potency Fell Cleave.
    There is a bit of difference between trying to fit 6 to 7 Fell Cleaves into 8 to 10 gcds and fitting 3 to 4 Fell Cleaves into 8 to 10 gcds.

    Lets say Inner Release is changed increases damage dealt by gauge actions and doubles weaponskill BG generation instead of halving BG costs. This would mean that the basic 60s dps rotation would stay the mostly the same (every other burst phase would just be missing Inner Release and a Fell Cleave) instead of having 2 different burst phases in a 120s rotation.
    (1)

  9. #9
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Interesting. Not sure what to think of that. Only thing that really comes to mind is Unchained/Inner Release separation. But yea, I've been playing war since 2.0 too so nothing about it seems "hard to use". It's had basically the same kit the entire time.
    (0)

  10. #10
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    I don't see how that would work and be equivalent.

    Current target is 6 fell cleaves + 1 Upheaval + 2 Onslaughts in 8 GCDs, this only leaves 2 GCDs for building gauge

    Proposal to increase gauge generation instead of halving costs messes up that flow. Down to 10 gauge after FC+Inf+FC+Up+On, then you use preloaded Maim/Path for 60 gauge which leaves 20 after a FC, that's 5 GCDs out of 8. You need one of those next GCDs for Heavy Swing which generates no gauge, which means you can not use a 4th FC in the 8 GCD window (20+20 = 40, because the last GCD is for FC). The only way I can see to resolve that is have Heavy Swing generate 10 gauge so you can get the last FC and end at 0 gauge. I think it would be problematic to fit in the extra onslaught.

    Unless I'm missing something (probably) I don't really see that as a viable solution. Additionally, would you not have to significantly increase the damage from a single FC to make up for the fact you are replacing 2 or 3 500 potency attacks with 2 or 3 150-270 potency attacks? (ties back into the "Imagine losing an 800 potency Fell Cleave as compared to missing a 500 potency Fell Cleave.")
    (1)
    Last edited by whiskeybravo; 12-20-2017 at 08:36 AM.

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