True. I was thinking about this while designing it. It's a tricky one, since, yes, of course, it being tied to potency and being oGCD means it gets spammed on CD.
Outside of course, the fact that PROVOKE doing that means you'd be constantly tank swapping and so fudge up mechanics a bunch...
I'm not completely bound by the idea of it having potency, I merely included it so as to have a bit of extra actual enmity itself so that long distance Provokes to say, pick up an add that's barrelling down to a healer actually does something (Other than turn it around for half a second before the next Regen tick rips threat back off you).
This is mostly intentional. Due to not knowing how SE are planning on overhauling the physical classes that never use MP with their removal of TP.
It may be that all skills cost MP, it may be that only AoE's cost MP (Simulating the current scenario where outside of specific high SkS builds, only AoE rotations actually use up TP faster than regen)
I mean, I could also make skills such as Mercy Stroke and Smite of Rage also cost considerable MP too.
True. Again, this is predicated on making adjustments to MP costs after seeing the direction SE are going with their TP removal.
Ideally, having Butchers as an MP gain would need to make sense. But without then causing a scenario such as creating a PLD/DRK playstyle where only the MP gain matters...
Though, I think it might just be that I need to go back to the drawing board and redesign Butcher's combo secondary effects.
The issue is what... I dabbled with the idea of having another HP gain, but it felt unnecessary with Defiance and new IB... More damage buffs are ehh... Raw potency would be difficult to balance out with FC access...
That said, I do want to keep Defiance build up on that combo, so that OT WAR's can still maintain their IB and Defiance stacks. With there being a slight DPS gain to being actively tanking (Through the passive Defiance build up)
Well, it deviates from the FC spam of current, by making IB actually usable and not a DPS loss to access it (While making it defensively less swingy). With the general theme that instead of just having a 1 button wonder skill to give 20% EHP like Sheltron/TBN instead WAR just has a higher health pool continuously (At the cost of needing it to be replenished to have an effect)
In addition, there's less reliance on IR > FCx5 for damage output, because you no longer get infinite Gauge from IR. So that damage can be distributed throughout the overall kit a bit better (Of course, still weighted towards Gauge spenders) as well as allowing more variation in IR rotations.
But of course, Fell Cleave will always be a staple for DPS output, just like how PLD's will always be using Holy Spirit and DRK's will always be using Bloodspiller, they're simply the jobs highest direct damage attacks and thus want to be spammed.
As far as more damage while tanking goes... That was an intentional design. Since, personally, I think it would be interesting if there was more weight put onto needing to be actively tanking in order to leverage maximum damage output for tanks. For example, turning actively mitigating damage into DPS gains (Such as PLD getting access to Shield Swipe and regaining MP or DRK generating MP and Blood with Blood Price)
Like, irregardless of designs of being a "MT" or "OT" I think tanks should be incentivised to be actively tanking, even if the gain is ultimately more DPS. The major thing is to do this without then making OT's step into damage intentionally to boost DPS (Which is a thing that happened in WoW on several occasions)
Well, there may be some tuning needed here and there. But the general premise I was going for was trying to emulate PLD/DRK and their complete freedom to be in DPS stance all the time without losing access to any of their important skills, such as their potent active mitigation skills Sheltron/TBN.
Balancing Tank stances is always going to be tricky, when the meta of this game is literally to only use it for Enmity on a pull 99.99% of the time. Thus it's hard to make something like Tank Stance locked abilities (Such as Equilibrium's heal, IB and SC) actually exist outside soloing.
So, I thought about what if Tank stances were less punishing (By the nature of no longer being tied to a damage down multiplier at all). To which WAR still ends up being screwed over by the fact that IB and FC share resources and nought but removing their shared resources would make IB actually usable. (Meanwhile, PLD and DRK don't have this issue of multiple skills sharing a resource rendering one unused as a result. Well, outside of Clemency)
In addition, WAR's gameplay literally doesn't change between stances at all. It's still the same combo's leading to the same cost spenders. It's just, one does inferior damage. Also, one stance has a really good stat from stacks (Crit) and the other has a really mediocre stat from stacks (Parry).
So I thought about using a dual resource system to emulate their "Stances" and to create a unique aspect from other Tanks (Where DRK only has a single stance and PLD has 2 stances)
Of course, in isolation, it looks hella OP because it's "You get both stances at 0 cost"
Though, in my thoughts, I also envision a similar sort of boost to PLD and DRK stances to allow them to also "Have their cake and eat it". I just haven't gotten around to finalizing my ideas around their kits just yet. But a preface would be something like:
For PLD, stances become oGCD (Also, Shield Oath becomes default on, and it now uses just a single button to swap into the other stance) as well as adjusting ShO to also give MP when blocking (So ShO is good for regaining MP, especially in combination with Bulwark while SwO is superior for regaining Gauge)
For DRK, Grit has Blood Price as a passive effect. Grit is also oGCD to activate and costs 0 MP. Also, Blood Weapon can be used while in Grit and will deactivate Grit upon use (Essentially meaning you don't have to toggle off Grit and then use BW, you can just press BW to remove Grit)
It can come back in some form. It's just that its current implementation is a little lacking, especially as a Role Action.
Especially given the number of things that are immune to Stuns (Or become immune to them because lelHolySpam or DRG's using Spineshatter) - So I reworked its main use (Interrupting abilities) into Interject.
I mean, 70-80 skills could include something like Furore (From Tactics A2) that could function as an AoE Stun for example. (Possibly adding to Mercy Stroke and Smite of Rage as non-Combo high MP cost GCD skills)




Reply With Quote

