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  1. #1
    Player
    Aana's Avatar
    Join Date
    Nov 2014
    Posts
    485
    Character
    Aana Azel
    World
    Exodus
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Kabooa View Post
    One would hope for the fun of it. The point of a raid boss is to have a challenge to overcome. The fact that people can kill these bosses with the bare minimum of raid dropped gear removes raid gear from the equation.

    It is certainly a facet of enjoyment to the raid game to get loot from it, but the point of having hard content is to have something worthwhile to test yourself against and overcome.
    If the accomplishment is enough for you, then why have any rewards in the game at all?

    You can talk all you like about 'the experience' but if you look at how this and every other game works, you know that's not the only reason people do content. People do things, in large part, because there is a reward. I enjoy raiding as an experience. Ive been raiding with some of the people in my static for years since FFXI. The fun and friendship is obviously part of it, but its delusional to think that gear isn't one of the primary motivators for many. Character power progression and raiding 'experience' aren't mutually exclusive. You can have both, and every class but tanks DOES get both.

    The point among all this is still very basic. Every other class in the game DOES get to enjoy that sense of progression while tanks just go to the AH, click a few buttons, then buy 200+ materia, then spam the meld button for half an hour. That is not nearly as fun as struggling through a raid with your friends winning 1 sec before enrage and cheering on your voip and congratulating whoever gets the loot that day. Unless its a tank. Then you open the chest and undo some of that hype feeling because a vit acc dropped. Or the general lowered enthusiasm of being a tank clearing tier 1 because you know theres no exciting progression for you there.

    Its stupid. Theres no reason for that situation to exist. There have been dozens and dozens of suggestions over the years that deal with this problem and SE has taken heed of none of them.
    (5)

  2. #2
    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 Aana View Post
    Its stupid. Theres no reason for that situation to exist. There have been dozens and dozens of suggestions over the years that deal with this problem and SE has taken heed of none of them.
    Yes, and don't take this the wrong way, but dozens of those suggestions are garbage. I've read plenty of them.

    Quote Originally Posted by Awha View Post
    That is the issue I personally have though and SE I do not understand why SE is so unwilling to just come to terms with the DPS meta that the community clearly wants. I get that it is not needed nevertheless, the clear divided between the developers and the communities view for how tanks should be geared and or played needs to reconciled and a compromise should be made.
    A compromise was made. Tanks effectively get free Strength on their accessories, and this was only given because, from level 60 to level 100, they'd probably still be wearing i270 Slaying otherwise.
    (0)

  3. #3
    Player Kerwin's Avatar
    Join Date
    Mar 2012
    Location
    Ul'dah
    Posts
    1,148
    Character
    Kerwin Nindon
    World
    Balmung
    Main Class
    Weaver Lv 90
    We got a +1 in STR from 340 to 350/360 Gear? What a dumb thing lol
    (4)

  4. #4
    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 Kerwin View Post
    We got a +1 in STR from 340 to 350/360 Gear? What a dumb thing lol
    It is exceptional, I don't even think you need to meld that much to out weigh the 1 strength gain on the accessories. I would like real gear progression.

    If people reading this have a moment please go like this post to try and get some dark knight attention from the developers during the live letter.


    Quote Originally Posted by Ash_ View Post
    The 4.2 changes to Dark Knight were nice, but didn't go anywhere far enough to address the core issues of the class. In terms of DPS, mitigation and utility we now feel farther behind PLD and WAR than ever before. And ever since the 4.0 changes DRK's lost a lot of their identity with previous class specific skills such as reprisal and low blow becoming role actions, losing Shadowskin, and an overall dramatic increase to clunkiness in terms of feel due to having to use dark arts, skill, dark arts, skill, etc.

    As DRK's we feel like we've been left in dark place and forgotten about. Are there any plans to overhaul or rework the class?
    http://forum.square-enix.com/ffxiv/t...=1#post4564656
    (0)

  5. #5
    Player
    kashi11's Avatar
    Join Date
    Jan 2017
    Posts
    161
    Character
    Kashi Venka
    World
    Brynhildr
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Kabooa View Post
    This is the primary issue I see.

    You can pick any combination of scaling you want, but odds are you're going to end up at the same Attack Power. Would you really be happier if your Left side gets dumped about 50 strength and that got shifted over to your accessories?
    At least BiS would be raid gear instead if pentamelds. It would also make tank drops useful again and not like a wasted run.
    (1)

  6. #6
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,842
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Nah, Aana's suggestion was really spot on. Brd/Mch used to have lower weapon damage (I'm guessing at some point they changed this because now they are all the same) and it wasn't ever an issue because it was just their baseline. We know that 1 WD is equivalent to a certain amount of str, so they should still be to balance DPS to be roughly the same while giving tanks a meaningful upgrade path on the right side accessories. Just adjust where the damage comes from slightly, it doesn't have to be weaker or stronger - just a shift.

    (personally doesn't affect me as I'm not dropping the gil for crafted accessories, and since my co-tank already took that dive I'll get the raid drops anyways lol)
    (3)
    Last edited by whiskeybravo; 02-07-2018 at 03:07 AM.

  7. #7
    Player
    Kirei's Avatar
    Join Date
    Nov 2011
    Location
    Gridania
    Posts
    68
    Character
    Lychee Latte
    World
    Hyperion
    Main Class
    Red Mage Lv 80
    I remember when they changed Tanks Damage stat to VIT halfway through HW. I heard they were worried about the HP scaling and us having too much HP in SB. I personally thought it made since for our damage stat to be VIT, it made it a lot easier to deal with.
    (1)

  8. #8
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,842
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Q4: For tank accessories, I believe it’s much more useful to meld Direct Hit onto the new crafted accessories than using accessories obtained from the new tokens and Savage raid. Are there any plans to adjust the stats on the accessories in the future?

    A4: I believe the issue here is that the first groups of players trying to complete the raids quickly are in favor of pushing their DPS. Once they obtain Savage accessories, we don’t think they will need that much DPS. We met players at the event today that suggested to make it so you can’t meld Direct Hit on them. While I understand the comments on this will be spit, we’re carefully discussing this right now.
    I thought at first maybe you were confused SE, but the second sentence here illustrates you know exactly what's going on. You're basically flat out admitting that Savage accessories reduce tank DPS, "we don't think they will need that much DPS".

    What?

    - tank buys crafted accessories to increase personal DPS and help team clear before enrage
    - tank wins Savage accessories for clearing
    - tank equips Savage accessories because extra DPS from crafted accessories is no longer required

    Please explain this logic

    As for locking tanks out of Direct Hit, it doesn't matter, we will just meld Crit. Or Det. Or God forbid Skill Speed or Tenacity. Whichever gives the most the DPS.

    Wait, let me repeat that just in case you missed it. Whichever gives the most the DPS.

    (Just as an aside, I broke down and bought a crafted accessory. Just one because they went down to 800k. My co-tank bought me the wrist because I was still wearing crafted 320 wrist in v7s lol. Now to overmeld ; ; ; ; )
    (10)
    Last edited by whiskeybravo; 02-13-2018 at 05:42 AM.

  9. #9
    Player
    Kreyd's Avatar
    Join Date
    Jul 2017
    Posts
    163
    Character
    Kreyd Lerival
    World
    Shiva
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by whiskeybravo View Post
    -snip-
    And that's basically the whole problem in this. SE knows that we will gain as much dps as possbile, so they design boss encounters for that dps. But because the boss encounters are designed for high dps, we are in need to gain said dps, no matter what price.

    If SE locks out tanks from dps gaining, without adjusting boss hp/enrage timers for lower dps, encounters will become harder. If they adjust boss hp/enrage timer for lower dps, but don't lock tanks out, we will still gain high dps to make content easier.

    That's a vicious circle!
    (0)

  10. #10
    Player
    Capn_Goggles's Avatar
    Join Date
    Jul 2017
    Posts
    175
    Character
    Yuri Goggles
    World
    Ultros
    Main Class
    Botanist Lv 80
    It's something that I can overlook, but it's just silly that our accessories are just as costly to upgrade in terms of time, effort, gil, and so on, when upgrading them has such an absurdly minuscule value to us. It's not only that this is still a problem after so long, it's that they've spent this long "trying" to fix the problem by completely dancing around the issue at large for whatever ungodly reason they might have. Most people want to deal as much damage as possible in their respective job, so they're going to go with the most optimal way of dealing more damage, because defense is a binary pass/fail mechanic that doesn't actually engage the player in any way.

    I understand removing the damage scaling from VIT for sanity's sake when it comes to balancing, but we're basically subsisting off of table scraps for a role that is already heavily underused in this game.
    (2)

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