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  1. #1
    Player
    Izsha's Avatar
    Join Date
    Nov 2013
    Posts
    966
    Character
    Izsha Azel
    World
    Exodus
    Main Class
    Warrior Lv 80
    I dont see how this makes any fundamental change. Gauge will only accrue at X rate. So you still have a set number of times that it can he used. You are just replacing a timer with a gauge which is a fancy way of putting it on a timer. Theres no additional 'decision making' to a limit break than a cooldown.

    'We get 1 lb3 in this fight. We must use it by X time otherwise we wont get a 2nd lb before the end of the fight so we must use it in this 1 minute window'.

    My immunity is on X minute timer so I have to use it by Y time to still have it available for Z mechanic at the end.

    Theres no difference. It's an invuln that's on a timer. If that is a prebuilt cooldown or a fight specific gauge is the same thing. You could get the exact same effect by having invulns recast start when you pull a boss if you dont want to have it available from the start. Pld hast to earn gauge for shelltron while other tanks can use theirs from the 1st moment. That doesnt make shelltron this amazing decisionmaking event. You just cant use it for 20 sec then it's the same as everyone else. It's the same thing.
    (4)

  2. #2
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by Izsha View Post
    ...
    It depends on what your gauge comes from. If you passively build gauge at a set rate over time, it's functionally identical to what we have now. If you superimpose gauge 'procs' for correctly interrupting or mitigating, then gauge generation becomes more variable. Think less modern day PLD gauge generation and more HW DRK gauge generation. The more triggers, the more variability.

    It also means that if you're deliberately trying to 'farm' gauge, skewing that too heavily on one tank may impact gauge generation on another. Right now, each tank's invuln availability is completely independent of the other. Individual gauges couples your tanks' access to invulns.

    Quote Originally Posted by Cabalabob View Post
    ...
    Actually, what I'm suggesting is that they become less available at baseline, and that you have to actually put in some work if you want to get more uses out of them.

    There's a lot of complaints about tanks feeling unsatisfied with tanking. On one hand, you have people complaining that tanking is just too easy. Those same people then turn around and complain about not being able to cheese and otherwise bypass having to learn mechanics if invulns were less available.

    We're too powerful defensively. And invulns are at the root of this. While I understand the aesthetic appeal, they are too readily available, to the point that it completely overshadows the rest of your defensive toolkit.

    I don't think that you need to have pre-planned moments when an invuln is expected to be used as part of a standard strategy. That's what we have at the moment. What I'd like to see is people prepare a strategy without invulns, and then adapt their cooldown rotation and swaps on the fly based around the rate at which each tank generates their invulns. Communication and teamplay rather than spreadsheets.
    (0)

  3. #3
    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 Lyth View Post
    There's a lot of complaints about tanks feeling unsatisfied with tanking. On one hand, you have people complaining that tanking is just too easy. Those same people then turn around and complain about not being able to cheese and otherwise bypass having to learn mechanics if invulns were less available.

    We're too powerful defensively. And invulns are at the root of this. While I understand the aesthetic appeal, they are too readily available, to the point that it completely overshadows the rest of your defensive toolkit.
    I have to disagree there. Invulns never meant you don't need to learn mechanics, I'd even argue that you need to know every mechanic to use your invuln optimally.



    I'm also gonna go ahead and claim that invulns aren't why we're feeling too powerful defensively, the infrequency of high damage on the tanks is. You currently could completely remove invulns from the tanks and they would still be able to easily mitigate every single tankbuster. Invulns aren't some big boogieman that allows us to cheese mechanics, it simply means we don't have to use a different defensive cooldown there and can instead use it on fluff damage, easing the burden on healers. The fact that healers don't have much to heal in the first place isn't just a tank issue but an "everyone not taking more damage" issue.


    Let's take O11s as an example because that's still relatively fresh in my mind. If I didn't map my mitigation correctly no matter how low the cooldown on holmgang was, I'd die to a mustard bomb at some point because I had no mitigation available.
    (6)
    Last edited by Absurdity; 07-21-2020 at 02:24 PM.

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