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  1. #11
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,037
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by AziraSyuren View Post
    I guess I just don't really see an issue with homogenization? I mainly played tanking jobs for their aesthetic over how they actually play to begin with, and it's nice that the jobs I find most aesthetically pleasing aren't subject to a game dev coin toss to determine whether or not they're good for a patch cycle.
    I'm in the completely opposite camp. While aesthetics are somewhat important what keeps me playing is the job's design, how interesting and varied they are. The content in this game isn't really interesting enough to keep me playing for months, something I came to realize in Shadowbringers...so what kept me playing for all of Stormblood? The design of both tanks and healers. While Stormblood already brought those jobs a lot closer to each other they still had distinctly different playstyles to the point where I could run the same content until the next major content patch, Shadowbringers on the other hand makes me not even want to do my single expert roulette once a day.
    So what if not every tank has the exact same mitigation tools? You just need to figure out how to best use the kit that you got.

    Dark Passenger for example sounded like a really bad ability on paper, but doing a wall-to-wall pull and then throwing a DA+DP into the trash not only made them miss quite a lot but also gave you such a significant enmity lead that you could drop Grit for the entire fight with no issues.
    The same goes for Blood Price which gave some pretty decent MP regen in larger packs and allowed for very strong self sustain through DA+Abyssal Drain. Or Bloodweapon+Quietus as the less defensive option of MP regen for more Abyssal Drain.


    Just to name a few unique and interesting Dark Knight abilities which got completely removed in exchange for boring copies of other tank skills with Shadowbringers.


    And while people are correct that the stances didn't matter in high-end content because you wanted to be in your dps stance 100% of the time if possible the same doesn't apply to dungeons, something you'll do a lot more often than your weekly reclears.
    Depending on how good your party was your kit allowed for more aggressive or defensive play, whereas nowadays your only option is to die when your cooldowns run out. You approach every fight, every dungeon run the same way because there is literally no other option.
    (3)
    Last edited by Absurdity; 12-26-2020 at 04:47 PM.