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Thread: Tank Fixes

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  1. #24
    Player
    Enuriel's Avatar
    Join Date
    Oct 2012
    Posts
    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.
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    Last edited by Enuriel; 09-14-2019 at 02:10 PM.