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  1. #131
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,365
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    If you remove tank stance for all 3 tanks you would have to give the 20%mitigation to the tanks by default, and WAR would by default have its health buffed. Is that feasible though?

    Would that mean without a stance would they would lower tank dps overall. If so that would anger the tank community. Or would they let us have the 20% mitigation/ HP buff for WAR plus no damage reduction. Right now a optimal tank does roughly 60% dps of what a optimal dps can do. You only see the 90% when the dps player is not very good or average.


    I think they could get rid of stances in terms to simplify the tank role. But what will it cost us, a big nerf to tank dps is not the answer.
    (2)

  2. #132
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    devs can increase the dps gap betwen tanks and DPS with the new dps skills and no need of directly nerf tanks, but in the end any dps nerf will be unnoticeable at level 80 since we will end doing more damage that we are doing right now if this is the case.
    (2)

  3. #133
    Player
    Mezzoforte's Avatar
    Join Date
    Jan 2014
    Posts
    137
    Character
    Shuma Gorath
    World
    Malboro
    Main Class
    Samurai Lv 75
    I always thought you could tinker with their stats based on simple things. For instance, have the same move set but if you attack from the front it generates more threat and reduces dmg you take while attacking from flanks or rear will increase dmg you deal and buff you. To include skills to allow swapping targets etc. This lets you remove extra combos that were just there for threat and making it more of a fluid situation. If the main tank loses his target to his OT for a swap the tank can immediately go into dealing more DPS by just changing his position on the boss. I find it a rare circumstance a tank isnt dealing dmg to the face is target so it feels like an organic solution to me. After freeing up those useless emnity only keys and compiling them into threat/tanky in the front, dps from side/rear you can add more flavor skills to flesh out the class thematically.
    (1)

  4. #134
    Player
    Khalithar's Avatar
    Join Date
    May 2015
    Posts
    2,555
    Character
    Khalith Mateo
    World
    Mateus
    Main Class
    Paladin Lv 100
    I’ll reserve my comment until the leaks about the expansion are confirmed.
    (0)

  5. #135
    Player
    ADVSS's Avatar
    Join Date
    Mar 2016
    Posts
    2,397
    Character
    Advent Shadowsoul
    World
    Zalera
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Mezzoforte View Post
    I always thought you could tinker with their stats based on simple things. For instance, have the same move set but if you attack from the front it generates more threat and reduces dmg you take while attacking from flanks or rear will increase dmg you deal and buff you. To include skills to allow swapping targets etc. This lets you remove extra combos that were just there for threat and making it more of a fluid situation. If the main tank loses his target to his OT for a swap the tank can immediately go into dealing more DPS by just changing his position on the boss. I find it a rare circumstance a tank isnt dealing dmg to the face is target so it feels like an organic solution to me. After freeing up those useless emnity only keys and compiling them into threat/tanky in the front, dps from side/rear you can add more flavor skills to flesh out the class thematically.
    THIS is a really simple solution that could work out - positionals for tanks. I like it
    (0)

  6. #136
    Player
    hijifa's Avatar
    Join Date
    May 2017
    Location
    Ul'dah
    Posts
    38
    Character
    Azalea Ho'ru
    World
    Tonberry
    Main Class
    Dragoon Lv 70
    I really rather them not remove it but rather redesign tanking in general. Removing it is quite the “quick fix” for something that has a deeper problem.

    Tanks really don’t feel like tanks in ffxiv tbh because of dps meta and how fights are designed. It’s basically a dps with defensive cds instead of offensive ones.
    (0)

  7. #137
    Player
    Aurelius2625's Avatar
    Join Date
    Mar 2019
    Posts
    269
    Character
    President Obama
    World
    Adamantoise
    Main Class
    Warrior Lv 100
    If the leaks are to be believed, then this question has already been answered. And to be honest, if they are true, then I'm happy with it. It seems like they took into consideration the fact that we never enter tank stance anyway, and have made a solution to the issue. Not sure if I can say anymore about leaks, but, you can find them if you are resourceful enough.

    It's looking very good for tanks so far, so hopefully, it's not just a bunch of fake B.S.
    (0)

  8. #138
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Aurelius2625 View Post
    It's looking very good for tanks so far, so hopefully, it's not just a bunch of fake B.S.
    Indeed. Remains to be seen but it seems to be coming together quite coherently. Countdown is on!
    (0)

  9. #139
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,365
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    If the leaks are true then alot of time was taken into consideration for this. With stances and role actions gone along with enmity buff. It looks like tanks got the best of both worlds here.
    (0)

  10. #140
    Player
    Mikal-'s Avatar
    Join Date
    Mar 2019
    Posts
    7
    Character
    Mikal Ridley
    World
    Behemoth
    Main Class
    Dark Knight Lv 70
    It's on/off mitigation that takes no skill to exploit and puts a negligible amount of extra pressure on healers when it's off. I feel like arguing that it makes tanks "boring to play" is grasping. Turning off your tank stance after a single threat combo isn't the "lynch-pin" of Tank gameplay; it's efficient use of your damage mitigation CDs and support skills while contributing as much damage as possible and positioning the boss/enemies in a way that allows the rest of the group to maximize their own damage/avoid damage.

    I believe that the choice between mitigation/damage/threat should be resolved through CDs and rotational choices. I feel like there's room for allowing for a higher skill ceiling balancing a Tank's options between performing an enmity combo, dps combo, and balancing a mitigation combo vs mitigation oGCDs in place of simply "Grab enmity in tank stance, do your dps rotation and press mit oGCDs in dps stance"
    (0)

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