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  1. #2
    Player
    TabrisOmbrelame's Avatar
    Join Date
    Oct 2017
    Posts
    511
    Character
    Relnoria Thelysea
    World
    Moogle
    Main Class
    Paladin Lv 100
    I think the problem lies in quit a number of mechanics of the game.

    First it's the gap in DPS between Tank and DPS, let me explain :

    The gap actually isn't really high enough to make tank wish to stay in Tank Stance

    The Enmity will grow faster for a DPS that hit more than the Tank (If not using Tank Stance) but it will only grow at the speed of this difference, and sometimes that will not happen.

    For Exemple :

    Let's suggest that the tank make an great enmity opener and generate 200k Enmity and then drop the Tank stance.

    If the Dps do 2k more dps than the Tank (Regardless of the value) Then it's

    200.000 / 2.000 = 100 sec. So it will take approximatively 100 Second for the dps to keep up on Enmity.

    BUT, we all know that DPS can manage enmity, some classes can even do it by a lot, like DRG, Ninja, Ranged Physical or Caster, and for some of this, the longer the fight, the more efficient it is (-50% of actual)

    So yes, by Calculating just that, It's not interresting to play in tank stance for Enmity. But a Tank is supposed to stay in tank stance in the greater line of the job if we look at the description of a Tank.

    The Tank stance actually generate 2.8x the Enmity of an attack, so if I hit my enemy with a 10k Damage, it will do 28k Enmity. So in order to keep up in enmity, the DPS must do 2.8x my dps at least.

    And for going even furter, If I make my Third attack Enmity Combo (as a DRK), that got a value of 5.5x, then you got something like this : 10.000 x 5.5 x 2.8 = 154.000 (That's pretty much what I see in reality)

    The DPS need to make 15x my dps, but it's impossible.

    So on one part we got a Exceptionnal tool for enmity, really powerful for that... BUT It's really too much and just one or two usage of it is enough... So Tank stance isn't really interesseting to use, and even the enmity Combo have only one purpose : Doing your opener.

    And if we consider that people wish to add more STR on gear for making mor DPS as a Tank, we are going in the wrong direction. Tank transform, little by little, in DPS. That's not tanking anymore. Not like what I used to see in other MMO. The same goes for Heal. The Trinity is actually in a Broken State.

    So what can we do for making everything on the balance ?

    First Choice : Rework the Enmity system. Reduce the enmity generated by Enmity Combo and by Tank Stance, Add Effect on Enmity Combo that make it usefull for an other purpose (See below). Reduce the effect of Enmity tool for DPS Greatly (Diversion only Cut it by 20%, CD is Longer. Ranged physical CD reduce total Enmity by 10%...). As a Counterpart, Tank stance don't reduce Damage output.

    The Third Combo of Enmity could reduce the auto attack damage of the target by 5% or something better. But not with much %.

    OR

    Second Choice : Let the DPS make their job. Great amount of DPS. Fire Power of everyclasse will increase greatly. The DPS needed for getting the boss down only depends on the DPS. the Gap in STR between tank and Dps is even larger. (DPS will be able to do 3-4x the DPS of the tank with a 100% in FFlog, If I have to use something)

    With this, we can say that Tank get back their identity to maintain Enmity.

    For the Damage part, Every part we touche affect more than we could think. Tank mitigate less damage passively, Healer heal less with Targeted heal and oGCD are longer.... Many thing to say.

    Of course, everything sayed here is a rework for making every role with their own identity. The Classes Identity is different and it's not our subject here.
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    Last edited by TabrisOmbrelame; 01-06-2019 at 08:55 AM.