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  1. #1
    Player
    ArianeEwah's Avatar
    Join Date
    Jul 2017
    Posts
    478
    Character
    Ari Dyones
    World
    Zodiark
    Main Class
    Warrior Lv 90

    Another approach to balance tanks

    4.2 is just around the corner, and to be honest: no tank is really satisfied with those preliminary changes.

    And there is still another problem, one that effects all tanks in the same matter:
    We still have to meld STR, our primary damage stat, into our accessories. Pentamelded iLvl 350 gear will be BiS AGAIN.
    This stat problem still exists after YEARS since the release of FF14.

    I doubt to see any general tank changes before 4.3 or even 4.4, esp. in this regard.

    Nevertheless I want to show another possible change I would like to see in 4.2x.

    1. All accessouries give full STR.

    Not just SB gear, but ALL gear regarding tanks. SE already locked accessories to roles/jobs. Continue on this path, back to ARR, and lock tanks out of "STR melee DPS acc".
    Then add full STR on tank acc.

    This will increase all tank DPS by ~14% (from ~2150 STR to 2450), and it will give them the same STR increase per iLvl as DPS roles.

    But we can't stop here, as this would be actually game breaking. So up the next point(s) where I am gonna into detail for every tank job.

    2.1. PLD changes: Overall potency/dmg buff nerf.
    PLD is pretty much in a perfect state right now, so no other changes needed.
    FastB: 160->150
    SavageB: 210->200
    RiotB: 240->220
    ShieldLob: 120->110
    RoH: 270->250
    ShieldSwipe: 150->100 (just like preliminary changes suggest)
    TotalE: 110->100
    CoS: DoT: 30->25
    GoringB: 250->230; DoT: 60->50
    RoyalA: 360->330
    HolySpirit: 400->350
    Requiescat: 350->320
    FoF from 25% to 20%.

    2.2. WAR changes: Nerf dmg buffs aka Storm's Eye, keep/nerf potencies.
    The upcoming changes in 4.2 seem more like a nerf than a buff. If we're gonna keep 4.1 potencies, just nerf Storm's Eye damage buff to 8% down form 20%.

    Then keep IR/zerk changes for 4.2. (I seriously can't predict how these 4.2 changes will effect overall WAR DPS.)

    2.3. DRK changes: biggest problem (tank) child.
    I will not suggest any other changes here, beside DPS related ones.
    Unleash: 50->100 (really, make its mana worth)
    Soul Eater: 300(+140 DA) -> 280(+140 DA)
    DarkPassenger: reduce mana cost to ~1200-1600 OR potency back to HW's 150
    Delirium: Keep CD reduction to 80s.
    Bloodspiller: 400(+140 DA) -> 380(+140 DA)
    • Remove x pot in Grit; change to "ignore Grit damage penality"
    TBN: Either provides blood upon duration expiration or proc a Dark Arts
    Dark Side dmg buff to 10%, down from 20%.

    What are your thoughts about this?
    Do you think SE did a good job with current tank accessories?
    What would you change to balance tank stats?
    Would you build in another gemmick, so tanks wouldn't get full potenial out of their accessories right away, compared to other roles? (others can meld VIT, tanks can't)

    PS: If you find any grammar mistakes, keep them!
    (0)

  2. #2
    Player
    Kaonis's Avatar
    Join Date
    Apr 2012
    Posts
    297
    Character
    Vayne Kaonis
    World
    Adamantoise
    Main Class
    Armorer Lv 70
    I still don't understand why VIT can't be our main stat again. It was a good fix they should have gone with. It's always 1 step forward, then backflip to where we started with the dev team.

    I was hoping for changes this patch, but looks like this plus all the other lack luster changes to tanks means I was right to move on from tanking.
    (0)

  3. #3
    Player
    Aana's Avatar
    Join Date
    Nov 2014
    Posts
    485
    Character
    Aana Azel
    World
    Exodus
    Main Class
    Lancer Lv 50
    Slightly simpler version:
    Step 1:
    Put full str values on tank accs along WITH the vit.

    Step 2:
    Nerf every tanks potencies a little to compensate for the sudden boost in damage.

    Fixes player issue: Tanks scaling 'appropriately' in the long term.
    Fixes Dev stated issue: Str and Vit being separate so they can adjust the values of defense and offense as needed in the future to maintain encounter balance.
    (0)

  4. #4
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by Kaonis View Post
    I still don't understand why VIT can't be our main stat again.
    Because if you die all other main stats are reduced. Dex, Mind, Str. They kept VIT so you could still survive big hits and AOE. If Tanks main stat was Vit, they'd be able to do full damage in the current system if they died.

    If the Dev's changed the system so that Tanks would get a Vit Down on death, they'd die to tank busters.
    (1)

  5. #5
    Player
    Snarky_Sunseeker's Avatar
    Join Date
    Jan 2018
    Location
    Ul'dah
    Posts
    41
    Character
    M'zinba Battleheart
    World
    Adamantoise
    Main Class
    Paladin Lv 80
    Step 1: Leave tanks alone and stop trying to "balance" them.

    Step 2: Give WAR and DRK their previously baked-in stuns back.

    Step 3: Force Devs to actually spend the same amount of time maining tank jobs that we have so they better understand the changes they make.

    You're welcome. ^^
    (2)

  6. #6
    Player
    Aniya_Estlihn's Avatar
    Join Date
    Jun 2015
    Posts
    431
    Character
    Izayoi Niwa
    World
    Balmung
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Snarky_Sunseeker View Post
    Step 2: Give WAR and DRK their previously baked-in stuns back.
    No stuns do damage, giving WAR and DRK their stuns back would be pointless bloat that does nothing to aid with the problem that exists.
    (0)

  7. #7
    Player
    Snarky_Sunseeker's Avatar
    Join Date
    Jan 2018
    Location
    Ul'dah
    Posts
    41
    Character
    M'zinba Battleheart
    World
    Adamantoise
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Aniya_Estlihn View Post
    No stuns do damage, giving WAR and DRK their stuns back would be pointless bloat that does nothing to aid with the problem that exists.
    My Shield Bash has a potency of 120 and doesn't require an action slot. The only current Stun option for WARs and DRKs is Low Blow, which does take up an Action Slot and does no damage.

    I figured it would be nice if they got their old stuns back along with a free action slot. :3
    (1)

  8. #8
    Player
    Aniya_Estlihn's Avatar
    Join Date
    Jun 2015
    Posts
    431
    Character
    Izayoi Niwa
    World
    Balmung
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Snarky_Sunseeker View Post
    My Shield Bash has a potency of 120 and doesn't require an action slot. The only current Stun option for WARs and DRKs is Low Blow, which does take up an Action Slot and does no damage.

    I figured it would be nice if they got their old stuns back along with a free action slot. :3
    Personally, I don't know many DRKs who do want Low Blow back unless it retains its old potency and they restore the trait that accompanied it. Any other option would be a waste of an action slot as stun isn't used that often at all anymore.
    (0)

  9. #9
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,612
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    Honestly, I find the issue with this is you are focusing on a Tank being a better DPS rather than thinking how can Tanks be better tanks. That's the honest issue with tanks right now they are so focused on being a better DPS and put a greater strain on the healers when they should be more focused on mitigating damage as much as possible and trusting their DPS to be enough for the challenge.

    I would rather find a way for SE to create ways to add benefits for proper tanking rather than making them a DPS that can take hits and hold hate well.
    (2)

  10. #10
    Player
    TheCount's Avatar
    Join Date
    Jun 2015
    Posts
    236
    Character
    Warden Azem
    World
    Mateus
    Main Class
    Dark Knight Lv 97
    Quote Originally Posted by Airget View Post
    Honestly, I find the issue with this is you are focusing on a Tank being a better DPS rather than thinking how can Tanks be better tanks. That's the honest issue with tanks right now they are so focused on being a better DPS and put a greater strain on the healers when they should be more focused on mitigating damage as much as possible and trusting their DPS to be enough for the challenge.

    I would rather find a way for SE to create ways to add benefits for proper tanking rather than making them a DPS that can take hits and hold hate well.
    Well that wouldn't be the case if SE didn't make tanking more and more simplified with every patch and have DPS optimization be one of the few things to focus on anymore. Especially considering the DPS for tanks is pretty meh compared to other MMO's so to feel remotely powerfull you have to do this
    (0)

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