imo the mp requirement for Grit Drk should be lowered.., Drk has enough to do, to optimise Mp
imo the mp requirement for Grit Drk should be lowered.., Drk has enough to do, to optimise Mp
Thank you everyone for your discussion so far, you brought up very interesting points and ideas. I've read through most of your posts.
There seems to be split views on this matter - whether tank stance should be removed or changed to traits because the current game design and trend tend towards DPS - or SE should rework game/encounter design, it would make tank stance mandatory, but would also affect the healer role.
Of course I know that this matter goes deeper than just simple effect changes on tank stances. I intended to change them to fit in better in current game design and DPS meta, but still being slightly worse than DPS stance for DPS, thus removing the damage dealt penality while reducing the mitigation bonus. Additionally, I wanted to expand them into more unique stance congenial to each job with unique effects, maybe complement with their DPS stances to create a fluent playstyle, even to the point it would turn out as DPS neutral.
The 2nd option requires a total rework of tank and healer jobs, in addition to adjusting hundreds of encounters.
I wouldn't mind either way as long as I can enjoy unique and fun jobs.
Anyway, I want to give my special thanks to Lyth for providing ideas and background information for DRK design.
I am pretty unversed in FF lore, so any help is welcome. And yours was far more than I expected to get.
A passive life steal effect (on Grit or Blood Price) doesn't mitigate incoming damage directly, but can still act as a mitigation tool (after hit taken) and shows good synergy with Living Dead or DRK lore.
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