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  1. #1
    Player
    Big-Isaac's Avatar
    Join Date
    Jun 2016
    Location
    Gridania
    Posts
    98
    Character
    J'enna Vale
    World
    Spriggan
    Main Class
    Dancer Lv 100
    Quote Originally Posted by NyneSwordz View Post
    I wish all 4 gap closers were exactly the same. They already made 3/4 the same. Might as well make Wars the same as everyone else. Or just make it a role action already at this point.
    Ugh... this is the mindset I want to see change
    Why exactly does every tank need a gap closer, and WHY in the name of all that is holy does every tank need the SAME gap closer?
    This is another area where the individual fantasies of the jobs could be portrayed, but instead we get 3 identical skills and 1 that's also identical but has a cost for no reason.

    Just off the top of my head, what if instead of those 4 identical buttons, the tanks had something like this
    PLD: Shield Charge: Running up to the target and smacking them with the shield. Makes perfect sense for the job, so this is the one I wouldn't change at all
    WAR: Chain Yank: Conjures up the chain from Holmgang, but instead uses it to pull the target towards you. If used on a non-movable target, you are pulled to the target instead
    DRK: Targeted Plunge: Same animation, but when you press the button, you get a targeting circle that lets you place your plunge wherever you choose. Upon landing at your desired location, you deal a burst of AoE damage
    GNB: Black Hole Shoot: Fires a black orb at the spot halfway between you and the target. The orb then implodes, pulling you and all enemies within 10 yards of the target towards it. As with Chain Yank, if used on a non-movable target, you shoot the orb directly at the target, pulling you directly to it.

    Would this be perfectly balanced? No. But as I've said several times now, it doesn't have to be. You could just as well get away with half of the tanks not having a gap closer at all, instead relying on better movement speed skills to get around.
    (4)

  2. #2
    Player
    Cheremia's Avatar
    Join Date
    Jun 2017
    Posts
    477
    Character
    Awashio Sazanami
    World
    Balmung
    Main Class
    Bard Lv 100
    Dark Knight is more of a magic tank with their AOE now being a magic defense up.

    Paladin has a different gauge that let's them do different things than warriors.
    Warriors is different than Dark knight.
    Dark Knight is different from gunbreaker.

    Yes, they have tools to mitigate damage, wow, so bad.
    But Paladin has a heal, warrior has fell cleave, Gunbreaker gets a regen and Dark knight has... TBN i guess?

    Their "Invulns" are completely different too. They all do the "same" thing but Dark knights is absolute garbage and Warrior can't even move.

    And why ARE GAP CLOSERS A BAD THING??
    They are absolutely not! YOu don't want to be that tank that has to make the add move to you because you slowly have to run up to them again after a pushback, they forcefully move somewhere etc. And Paladin was said tank, it's... really lame to run after Bosses just because you can't get close again fast.

    I don't think Tanks have the worst thing going on with that.
    (1)

  3. #3
    Player IdowhatIwant's Avatar
    Join Date
    May 2020
    Posts
    934
    Character
    Jimbo Jimbo
    World
    Gilgamesh
    Main Class
    Summoner Lv 91
    Quote Originally Posted by Cheremia View Post
    Dark Knight is more of a magic tank with their AOE now being a magic defense up.

    Paladin has a different gauge that let's them do different things than warriors.
    Warriors is different than Dark knight.
    Dark Knight is different from gunbreaker.

    Yes, they have tools to mitigate damage, wow, so bad.
    But Paladin has a heal, warrior has fell cleave, Gunbreaker gets a regen and Dark knight has... TBN i guess?

    Their "Invulns" are completely different too. They all do the "same" thing but Dark knights is absolute garbage and Warrior can't even move.

    And why ARE GAP CLOSERS A BAD THING??
    They are absolutely not! YOu don't want to be that tank that has to make the add move to you because you slowly have to run up to them again after a pushback, they forcefully move somewhere etc. And Paladin was said tank, it's... really lame to run after Bosses just because you can't get close again fast.
    I have played tanks since ARR. I will say Shadowbringers has made every tank feel the exact same.
    You can point out these few minor differences like War AOE shield DRK AOE magic defense boost. The do different rotations like every damn class. Problem is they are all the same thing with a different effect and name.

    From ARR to SB PLD had damage mitigation and support, while WAR had self healing and HP Buffs, and DRK had your magic damage mitigation as well as some self sustain and support. None of the classes played similarly with War being the power house DPS tank, DRK being your in between tank that works well for magic based fights, and PLD was your high mitigation, high support, low dps tank. WAR had a tank stance that increased its health and decreased its damage, and a dps stance that increased its damage and crit chance. PLD had a tank stance that mitigated damage and a dps stance that gave your auto attacks a double attack. DRK could use both DPS and tank stance at the same time. Each of these had moves there were only available during a certain stance as well. These were unique features of the classes but they were all able to tank equally in different ways. I still remember going in as PLD and healing A1S for anima farming with friends. When I look at GBR and think the only think different is a regen vs a heal and a extra rotation I can go through on CD compared to the above its laughable IMO.

    Now the tanks do pretty much the same DPS, have the same cds (with different names or slightly altered effects) and have 0 unique flair. The only exception I would honestly make to this is the PLD with its magic ranged DPS rotation. The whole conversation here is not about gap closers its about each of the tank classes doing the same thing and not feeling like a unique class.

    So you can decide if you prefer the cookie cutter model class with different colored flashes we currently have or if you prefer diverse options we previously had.
    (4)

  4. #4
    Player
    Masked-dingus's Avatar
    Join Date
    Jul 2020
    Posts
    81
    Character
    Masked Dingus
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by IdowhatIwant View Post
    I have played tanks since ARR. I will say Shadowbringers has made every tank feel the exact same.
    You can point out these few minor differences like War AOE shield DRK AOE magic defense boost. The do different rotations like every damn class. Problem is they are all the same thing with a different effect and name.
    I mean we are slowly reaching the point where DRK PLD and WAR are just the same tank and the job is just a skin

    use your thingy and spam Fell cleave
    use your requiescquat and spam your spell
    same for DRK

    same CD as you said

    they just are all a generic tank with different outfit
    (3)
    twitch.tv/bibipizzy

  5. #5
    Player
    NyneSwordz's Avatar
    Join Date
    Oct 2017
    Posts
    574
    Character
    Dugu Qiubai
    World
    Midgardsormr
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Big-Isaac View Post
    Ugh... this is the mindset I want to see change
    Why exactly does every tank need a gap closer, and WHY in the name of all that is holy does every tank need the SAME gap closer?
    This is another area where the individual fantasies of the jobs could be portrayed, but instead we get 3 identical skills and 1 that's also identical but has a cost for no reason.

    Just off the top of my head, what if instead of those 4 identical buttons, the tanks had something like this
    PLD: Shield Charge: Running up to the target and smacking them with the shield. Makes perfect sense for the job, so this is the one I wouldn't change at all
    WAR: Chain Yank: Conjures up the chain from Holmgang, but instead uses it to pull the target towards you. If used on a non-movable target, you are pulled to the target instead
    DRK: Targeted Plunge: Same animation, but when you press the button, you get a targeting circle that lets you place your plunge wherever you choose. Upon landing at your desired location, you deal a burst of AoE damage
    GNB: Black Hole Shoot: Fires a black orb at the spot halfway between you and the target. The orb then implodes, pulling you and all enemies within 10 yards of the target towards it. As with Chain Yank, if used on a non-movable target, you shoot the orb directly at the target, pulling you directly to it.

    Would this be perfectly balanced? No. But as I've said several times now, it doesn't have to be. You could just as well get away with half of the tanks not having a gap closer at all, instead relying on better movement speed skills to get around.
    Dude, I think your suggestion is fine.

    BUT... seeing as how they made 3/4 gap closers identical, I'd rather they just make Wars the same too.

    I'd like to get what you're talking about, but if I can't, I'd rather they just make all 4 the same.

    I don't think there's anything wrong with that mindset...

    I mean, we could keep demanding unique gap closers... I don't think that's gonna happen though... so the next best thing is just to make them the same. Maybe homegenzing the gap closers will open up slots for more unique actions for each of the tanks.
    (1)

  6. #6
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,882
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by NyneSwordz View Post
    ... seeing as how they made 3/4 gap closers identical, I'd rather they just make Wars the same too.

    I mean, we could keep demanding unique gap closers... I don't think that's gonna happen though... so the next best thing is just to make them the same.
    Why not, though? I mean, that's literally been the point of this thread, no?

    Why shouldn't DRK's be about damage and APM, Paladin's be about protection, Gunbreaker's synergize with its ammo system, and Warrior's work integrally with its gauge.

    Quote Originally Posted by NyneSwordz View Post
    Maybe homogenizing the gap closers will open up slots for more unique actions for each of the tanks.
    It's a kindly hypothesis but hardly historical precedented. Sacrificing one thing on the hope of getting compensation elsewhere, against a current trend, rarely occurs over the expansions of an MMO.

    Instead, the precedent merely solidifies, while the developers are free to spin our actions or opinions any ways they like: "Few if any players voiced concerns about homogeneity in regards to gap-closers thus we decided to further tie jobs in each role more closely together for ease of learning and so we'd need spend even less attention considered the practical balance of jobs across any given fight."
    (3)