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Thread: Tank Fixes

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  1. #1
    Player
    aodhan_ofinnegain's Avatar
    Join Date
    Nov 2017
    Posts
    545
    Character
    Aodhan O'finnegain
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Enuriel View Post
    [*]Nascent Flash - Separate from Raw Intuition. Increase duration to 20 secs. Cost 50 Beast Gauge. Change damage reduction to increases parry rate by 50% while 100% of damage dealt is converted to HP.
    So the main purpose of Nascent Flash, is to act as, because people cried that paladin had a monopoly on OT, WARs answer to this. So unless you buff the duration of Intervention, HoS and TBN on another, NO 20seconds is beyond acceptable, it's a complete joke. also as others have stated, the move to physical dmg only in parry (LUL) is a joke, which makes the purpose of the skill redundant on 50% roughly of savage fights. Honestly Nascent Flash is fine as it is, you will have people crying, "but it's useless when everyone is dead"...well yea it's an OT support tool, Intervention is just as useless when everyone else is dead too, that's why you have RI share the recast.
    (3)

  2. #2
    Player
    Jonnycbad's Avatar
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    Apr 2015
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    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    The reason why Sheltron costs 50 gauge is because it has no recast timer, so you can use it back-to-back unlike DRK WAR GNB can't use TBN, Raw Intuition,Heart of Stone back-to-back. Onslaught has gauge cost because it also has 20' range. If you nerf the range to 15', you can remove its gauge cost, but that 20' makes it as good as Shoulder Tackle/SSD for dashing across the arena.
    (0)

  3. #3
    Player
    MurasakiAeda's Avatar
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    Jul 2019
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    3
    Character
    Murasaki Aeda
    World
    Atomos
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Jonnycbad View Post
    The reason why Sheltron costs 50 gauge is because it has no recast timer, so you can use it back-to-back unlike DRK WAR GNB can't use TBN, Raw Intuition,Heart of Stone back-to-back. Onslaught has gauge cost because it also has 20' range. If you nerf the range to 15', you can remove its gauge cost, but that 20' makes it as good as Shoulder Tackle/SSD for dashing across the arena.
    I honestly like Onslaught as compared to the other tank's gap closers just because it is seen as a DPS loss to use it on cooldown and the fact that it's the only unique one at this point, the others have 2 charges and they're free of cost, which makes it a DPS move which happens to be gap closer as well. Only time you want to use Onslaught is on IR windows. PLD and GNB's closer is just a reskin of DRK's.
    (0)

  4. #4
    Player
    Carstien's Avatar
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    Dec 2013
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    302
    Character
    Richter Cade
    World
    Alpha
    Main Class
    Reaper Lv 100
    Very high in the list of worst ideas on the forum. Like it or not the tank resources are used for damage because it's the only way to effectively add layers of complexity to them and isn't even that complex at that. Removing that and linking them to defensive skills will just make those resources mostly ignorable. Also 500+potency ogcd's with 10 second recast timers on tanks and no other cost, lol.
    (1)

  5. #5
    Player
    Enuriel's Avatar
    Join Date
    Oct 2012
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    3
    Character
    Enuriel Valkyrie
    World
    Mateus
    Main Class
    Pugilist Lv 63
    Quote Originally Posted by Carstien View Post
    Very high in the list of worst ideas on the forum. Like it or not the tank resources are used for damage because it's the only way to effectively add layers of complexity to them and isn't even that complex at that. Removing that and linking them to defensive skills will just make those resources mostly ignorable. Also 500+potency ogcd's with 10 second recast timers on tanks and no other cost, lol.
    It wasn't stated to remove the gauge cost from them, granted it didn't state to continue having gauge cost. But i took it for granted that people would understand and use some common sense and go "oh this is just changes" and not jump at the chance to berate and belittle someone who's views and ideas differ from your own. But hey guess that's the world we live in now!

    Also you don't add a level of complexity by spamming 1 skill multiple times in a row. That is redundancy and leads to boring game play. Tanks are tanks and using the premise of "Defensive skills will get ignored in lieu of Damage Abilities" just goes to show that the community at large views tanks now as DD's with some defensive cool downs. Yes tanks need to deal damage, but they should have more then 3 defensive abilities to utilize.

    You add a level of complexity by having different skills that mitigate different types of damage. Tanks were better and more fun back in ARR/HW era because they were more complex. However, there were tweaks and fixes that should have been made to ease frustrations on jobs. Like Dark Arts spam to increase almost every ability DRK had and Living Dead flaws that makes it so good yet horribly bad for healers to get rid of the status.

    Also while on the subject Paladin's burst phase isn't tied at all to Oath Gauge, Only Defensive and Utility abilities are on it. IE Sheltron | Intervention | Cover. So by that logic you should never see a Paladin ever using those abilities. Which is simply not true at all. However, I do see paladins ignoring Cover/Intervention and only using Sheltron. The more defensive's you have the smoother a run and the damage becomes more stable instead of spiky, and a tank that doesn't do his best to mitigate what he can instead of pushing DPS is greedy and often times ignores using cool downs and just yells at healer to heal harder. Which is terrible game play, so to fix this more defensive's should be introduced that helps normalize damage (not saying we should have enough defensive's to maintain a 100% up time on Cool Downs), but we should be able to maintain around 30-40% up time on all tank jobs.
    (0)
    Last edited by Enuriel; 09-14-2019 at 02:10 PM.

  6. #6
    Player
    MariaArvana's Avatar
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    Nov 2018
    Posts
    347
    Character
    Maria Rubrum
    World
    Gilgamesh
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Enuriel View Post
    Also while on the subject Paladin's burst phase isn't tied at all to Oath Gauge.
    PLD works because they only have defensive abilities tied to their oath gauge. No halfway intelligent PLD is going to ignore free abilities that don't effect their dps.

    The story would be much different if you tied both offensive & defensive abilities to PLD's oath gauge. Then it would literally transform into 'figuring out the least required amount of gauge needed for the fight and at what intervals, then spam the heck out of the offensive move.' Take a look at DRK in SB, where despite it being a great defensive tool, the highest DRK play involved minimizing TBN usage as little as possible due to it being a small dps loss everytime even if it broke, which would add up across the fight; since that MP could be better spent on another DA for pure dps gain. Keeping offensive costs and defensive costs mutually exclusive to each other is the only way to avoid "Optimize for dps" syndrome, or your defensive options have to reward you with potency equal to the damage you'd lose executing them; see SHB TBN being dps neutral so long as it breaks.

    Also no, you don't add complexity by having tanks specialize in different damage mitigation types, you create people banning certain jobs depending on the tier and create massive imbalance, take a look at the entirety of HW. PLD was literally weaker than DRK not only offensively, but defensively as well purely from the fact half of their mitigation kit didn't work on Magic damage in an entire raid tier where more than 70% of attacks were magic damage, resulting in them having a much harder time in the fights where DRK and WAR just laughed off damage due to being omni-damage/magic favoring reduction.

    Also, the community views tanks as DD's with more health and mitigation buttons because that's simply how the game is designed. Fights are very static, damage is scripted to come out at set intervals, so long as you push the right mitigation buttons at the right time, the remaining 99.9% of your energy goes into optimizing your damage output since that's the actual fun part of tanks in the game.

    Quote Originally Posted by FallenWings View Post
    snip
    Also if thats the same Fallen I'm thinking of, hi o/
    (3)
    Last edited by MariaArvana; 09-15-2019 at 03:09 PM.

  7. #7
    Player
    aqskerorokero's Avatar
    Join Date
    Nov 2016
    Posts
    279
    Character
    Aquis Onionslicer
    World
    Ragnarok
    Main Class
    Paladin Lv 90
    What is bothering me is why he he'll GNB's gauge does have only 2 bullets slots? In the cinematic Thancred had six.
    (0)

  8. #8
    Player
    Rosenstrauch's Avatar
    Join Date
    May 2015
    Location
    Valnain
    Posts
    827
    Character
    Wind-up Antecedent
    World
    Zalera
    Main Class
    Rogue Lv 100
    Quote Originally Posted by aqskerorokero View Post
    What is bothering me is why he he'll GNB's gauge does have only 2 bullets slots? In the cinematic Thancred had six.
    Perhaps the original design required you to have a charge for every step of the Continuation combo? Six bullets would account for each individual hit between the combo steps and Continuation itself.
    (0)

  9. #9
    Player
    Kali-ka's Avatar
    Join Date
    Jul 2015
    Posts
    24
    Character
    Kali Ara'rashi
    World
    Gilgamesh
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by aqskerorokero View Post
    What is bothering me is why he he'll GNB's gauge does have only 2 bullets slots? In the cinematic Thancred had six.
    I think blah blah lore reasons, but probably because he cant use aether like normal GNBs and has to use physical cartriges instead so makes sense to have him have to reload less...? Or maybe they just wanted a cool looking reload cinematic and didn't think it through.

    Totally agree that we should have one more though for more uses though. Like a 2 charge move that's offensive or defensive.
    (0)

  10. 09-17-2019 06:22 AM
    Reason
    never mind

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