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  1. #1
    Player
    NyneSwordz's Avatar
    Join Date
    Oct 2017
    Posts
    574
    Character
    Dugu Qiubai
    World
    Midgardsormr
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Poison_Rose View Post
    I think Onslaught is fine as-is. I'd actually argue that Onslaught is much better than Rough Divide, Plunge and Intervene. Upheaval is fine too. I'd rather see Steel Cyclone / Decimate go back to 250 / 280 potency, Nascent Flash be self-targetable, and for Mythril Tempest to apply eye for 10 seconds at level 50. Maybe a small potency buff to Mythril Tempest as well.



    Completely agree.
    Although I'd like to see some changes to Onslaught, I agree with your points. Nascent Flash being self targettable is top on my list, followed by Mythril Tempest applying eye.
    (0)

  2. #2
    Player
    NyneSwordz's Avatar
    Join Date
    Oct 2017
    Posts
    574
    Character
    Dugu Qiubai
    World
    Midgardsormr
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Nyoraii View Post
    Other thing that could be done to unclunk Onslaught is to have a fixed 20 initial gauge instead of 0, could be a trait or whatever, then you could cast Onslaught whenever you want to initiate battles (again, RAIDS ARE NOT THE WHOLE GAME!). That would be a great QoL imo. Outside of battle, if your gauge is at less than 20 for 10s it would regenerate to 20.
    This would be great, but somehow I don't see this happening. Raids aren't the whole game, but it seems like the largest factor the devs take into consideration for balance.

    Who knows, my hope of war gameplay changes is diminishing. We'll see in 3 months with 5.1.

    Wars are competent though. Hopefully we get some qol fixes soon.
    (1)

  3. #3
    Player MagiusNecros's Avatar
    Join Date
    Nov 2015
    Posts
    3,205
    Character
    Bastilaa Shan
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    Onslaught either needs to be stronger since it has no charges and has gauge cost or it needs to be streamlined like the other tanks since they each have 2 charges on a 30 second CD at 200 potency each. The cost for Onslaught has no business only doing 100 potency while everyone else does 200-400 every 30 seconds.

    And since I don't care about balance I'd love it if upheaval had no CD during IR so I can just spam Cleave and Heave and just beat the crap out of something.

    Other then a boss moving to a spot, knockback and AL is on CD or during IR I never feel a need to use Onslaught otherwise so it sits there.
    (2)

  4. #4
    Player
    Donjo's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    980
    Character
    A'lyhhia Tahz
    World
    Lamia
    Main Class
    Paladin Lv 80
    Quote Originally Posted by MagiusNecros View Post
    Other then a boss moving to a spot, knockback and AL is on CD or during IR I never feel a need to use Onslaught otherwise so it sits there.
    ...Which is kind of the entire point. Since it's a DPS loss to use at point blank range, Onslaught is the only gap closer that is best used to close gaps. This, combined with the 10 second cooldown, means it will almost always be available when a gap needs to be closed. In these respects, it's arguably the most well designed gap closer amongst the four tanks.
    (7)

  5. #5
    Player
    Layla-chan's Avatar
    Join Date
    Nov 2013
    Posts
    21
    Character
    Jollibee Spaghetti
    World
    Lamia
    Main Class
    Conjurer Lv 80
    The only QoL I would like is make Storm's Eye combo from Heavy Swing and not Maim. That will smooth things out so much yet keep the annoying (lol) GCD character of WAR's damage buff that SE seems to want to keep.
    (1)

  6. #6
    Player
    Ladon's Avatar
    Join Date
    Aug 2012
    Posts
    570
    Character
    Resa Nome
    World
    Hyperion
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Donjo View Post
    ...Which is kind of the entire point. Since it's a DPS loss to use at point blank range, Onslaught is the only gap closer that is best used to close gaps. This, combined with the 10 second cooldown, means it will almost always be available when a gap needs to be closed. In these respects, it's arguably the most well designed gap closer amongst the four tanks.
    Exactly this. The gap closers shouldn’t be doing any damage at all. It drives me nuts that I basically have to use them as another oGCD rather than for their intended purpose.
    (2)

  7. #7
    Player
    BarretOblivion's Avatar
    Join Date
    Jun 2017
    Posts
    429
    Character
    Tamamo Cat
    World
    Hyperion
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Ladon View Post
    Exactly this. The gap closers shouldn’t be doing any damage at all. It drives me nuts that I basically have to use them as another oGCD rather than for their intended purpose.
    I would argue thats bad on you rather than the skill. So far most of the Savage fights line up perfectly when you should be using your gap closers for best damage (IE fight of flight window) if you don't use them on cooldown with knowledge of the fight, and if you need to gap close for a mechanic outside of the window... that's why they have a 30 sec cooldown with 2 charges so you should have them.
    (0)

  8. #8
    Player
    Jojokomoko's Avatar
    Join Date
    Aug 2013
    Posts
    61
    Character
    Kai Rangriz
    World
    Tonberry
    Main Class
    Dark Knight Lv 80
    From the recent live letter, looks like they will slightly buff the overall WAR potency in the future.
    (0)
    Last edited by Jojokomoko; 08-07-2019 at 11:38 PM.

  9. #9
    Player
    Izsha's Avatar
    Join Date
    Nov 2013
    Posts
    966
    Character
    Izsha Azel
    World
    Exodus
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Jojokomoko View Post
    From the recent live letter, looks like they will slightly buff the overall WAR potency in the future.
    Could you elaborate because i saw nothing implying that at all. All i saw was:

    Q7:*
    There were no tank-related adjustments in Patch 5.05. Are there any plans to adjust them? I think the balance is there, but I'd like some more adjustments to warrior's damage.

    A7:*
    I don't believe there are any differences between the tanks that are considered "major disparities." With that being said, we are looking at the Savage feedback to see if there is anything we're overlooking, so it's not as if we think the current implementation is perfect. We'll continue making adjustments in 5.1, such as increasing the duration of defensive buffs.
    ___________
    That says absolutely nothing about war. The question mentioned war, then the answer conpletely ignores job specific buffs. Its just what cooler heads realized pretty quick. Tanks are in a good spot. The only buff they mentioned was defensive CD durations. Of course the standard "everything looks fine but we are watching savage performance just in case".

    How do people jump to these conculsions?
    (1)

  10. #10
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Izsha View Post
    snip
    this from the translation reddit discord:

    "Q: For now there are no adjustments for WAR but will there be any in the future, we thought the balance is fine for now but we think there can be more improvements.
    For now, thanks to the extreme changes to tank mechanics there aren't much issues they can see for tanks. But they are monitoring the usage of tanks and WAR to see how it performs for Savage.
    They need more monitoring for now and need more data before they can discuss on what to do.
    This however does not mean there will be no adjustments.
    He did saw voices on how WAR should be slightly buffed a little
    So he is considering maybe extend the duration at some skills.
    and so on."

    well see.
    (0)

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