Page 3 of 3 FirstFirst 1 2 3
Results 21 to 26 of 26

Hybrid View

  1. #1
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Further musings and implications

    Kage Bunshin No Jutsu "Uses your cooldowns / abilities"

    New AoE combo, branches from unleash, builds 20 blood.

    Abyssal Drain nowhere in sight.

    Shadowclone pops up.
    Abyssal Drains.

    Abyssal Drain is now an OGCD?

    No that doesn't parse. it's clearly using GCDs unless all blood is OGCD now.
    (0)
    Last edited by Kabooa; 05-25-2019 at 02:43 AM.

  2. #2
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Warrior Intervention appears to be Bloodbath. The life leech sound is heard on the two weaponskills immediately following its use, while a couple orbs are sen surrounding the warrior.

    There are some possibilities here.

    -Warrior gives health to the target in question, and receives Leeching to get it back.
    -Warrior leeches health, restoring their own and the targets.
    (0)

  3. #3
    Player
    Jandor's Avatar
    Join Date
    Jan 2014
    Location
    Ul'dah
    Posts
    3,481
    Character
    Tal Young
    World
    Cerberus
    Main Class
    Gunbreaker Lv 100
    As it stands now enmity may as well not exist anymore, just have enemies target the blue party member by default.
    (0)

  4. #4
    Player
    Jollyy5's Avatar
    Join Date
    Jan 2014
    Posts
    424
    Character
    Raul Prower
    World
    Exodus
    Main Class
    Dragoon Lv 71
    I'm thinking the thought process behind removing enmity combos and stance dancing was because at higher level raiding, those are ideally never used anyway.

    WAR goes in and pulls the boss in Defiance + Unchained, pops Equilibrium and switches to Deliverance and ideally never switches back to Defiance or use an enmity combo, so I guess they figured they might as well just remove all that to greatly alleviate button bloat while still having room for new skills.

    It lowers the skill floor, making things easier for new tanks, while barely changing anything for high level players.

    Win/win.
    (0)

  5. #5
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,136
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Jollyy5 View Post
    I'm thinking the thought process behind removing enmity combos and stance dancing was because at higher level raiding, those are ideally never used anyway.

    WAR goes in and pulls the boss in Defiance + Unchained, pops Equilibrium and switches to Deliverance and ideally never switches back to Defiance or use an enmity combo, so I guess they figured they might as well just remove all that to greatly alleviate button bloat while still having room for new skills.

    It lowers the skill floor, making things easier for new tanks, while barely changing anything for high level players.

    Win/win.
    Using WAR as the example is basically no contest for other tanks, because WAR just wins by default... God Kefka required tank stance and usage of aggro combo to make him stay glued to the tank otherwise he would take out the healer(s) due to how squishy they are and Heartless Angel, and if you had NIN then it wasn't as big of an issue, but because enrage timers exist just to please the people who use parsers and grieve those who don't even have access to that kind of knowledge...

    I do believe that tank balance is important but just balancing fights around enrage timers is bad way to do it if all you need is 1 tank, 1 healer, and 6 DPS which is basically most savage mode and EX fights... If a fight is designed around tank swapping but also has an enrage timer then that is probably bad design from a players point of view but I already know I'm in the minority so no one cares about that unless DPS is involved... They could design fights around bosses just being outright immune to Provoke like world bosses but then people with parsers will complain about their DPS... Not whole lot of fights are designed with 1 specific scenario in mind that isn't "group up and hit the boss until it dies before enrage happens" because they try to combine most those ideas into 1 fight and that's where the imbalance comes from...

    They just need to design fights around at least 1 or 2 scenarios over jamming all of these scenarios into 1 scenario that makes everyone avoid those encounters no matter how good the carrot on the stick is... It's not worth making everyone miserable just because someone asked for tanking, healing, and DPSing easier... make them earn that skill...
    (0)

Page 3 of 3 FirstFirst 1 2 3