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  1. #1
    Player
    Yeol's Avatar
    Join Date
    Jan 2016
    Posts
    1,298
    Character
    Dr Yeol
    World
    Ragnarok
    Main Class
    Fisher Lv 100

    A trait for tanks

    A trait idea for tanks:

    The lower your HP the higher your defense.
    100%~76% = 0% increase in defense. (Gear default)
    75%~51% = 3% increase in defense.
    50%~26% = 5% increase in defense.
    25%~1% = 7% increase in defense.

    The lower your HP the higher heals you receive.
    100%~76% = 0% increase in healing received.
    75%~51% = 4% increase in healing received.
    50%~26% = 8% increase in healing received.
    25%~1% = 12% increase in healing received.

    The percentages are just a rough estimate, but the idea remains. It would be nice to have a trait similar to this for tanks.
    (1)

  2. #2
    Player
    Eloah's Avatar
    Join Date
    Jan 2015
    Location
    Gridania
    Posts
    2,843
    Character
    Toki Tsuchimi
    World
    Siren
    Main Class
    Scholar Lv 100
    While I'm not saying the idea is bad, why should it exist? I mean if you think about it a bit, the trait they already have semi covers both of these.

    If anything, what you're proposing should be a healer skill set, so that it applies to all jobs, not just tanks. Basically, the healer gets an increase in their power to defend or heal a party member based on said member's HP percentage.
    (7)
    Last edited by Eloah; 09-12-2020 at 08:04 PM.

  3. #3
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    This seems the sort of mechanic you could build an HP Shield tank around.

    Lower health = higher mitigation. % of current health is sac'd to create a shield of % max health.
    (4)

  4. #4
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Actually, now that you put it that way, that's the one way that sacrificing HP could work as a tank mechanic. Sacrifice X health, gain a temporary shield with equivalent damage absorption for Y seconds. If the devs were capable of designing more nuanced tanks, that would make a lot of sense for DRK.
    (1)

  5. #5
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    Seems redundant to me to have a trait that actively does defensive cds for you. Tanking is already super easy and and if you are on the verge of dying no amount of defensive cd will save you. That's when you are supposed to use your invul to survive long enough for the healer to heal you.
    (2)

  6. #6
    Player
    LeonKeyh's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    655
    Character
    Leon Keyh
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    It would be interesting as a part of a mechanism to differentiate one of the tank classes.

    I feel like both that and this will end up increasing the frustration that people have to healbot healers. "Stop keeping me at high health, you're causing more work for yourself. I take less damage at lower health." I get that it _might_ make people "in the know" more comfortable at letting their tank get low, but I feel like people that are currently "in the know" are already doing a good job at juggling damage and healing. It would also be a huge pain to balance, and would be frustrating as a tank because it's something they can't really manage.
    (0)

  7. #7
    Player
    Leiron's Avatar
    Join Date
    Sep 2013
    Posts
    563
    Character
    Haeen Kazerith
    World
    Balmung
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Lyth View Post
    Actually, now that you put it that way, that's the one way that sacrificing HP could work as a tank mechanic. Sacrifice X health, gain a temporary shield with equivalent damage absorption for Y seconds. If the devs were capable of designing more nuanced tanks, that would make a lot of sense for DRK.
    That's exactly the tank class I was thinking could use such a mechanic.
    Sacrifice HP to create shields.
    May require some tuning though, they'd be hella tanky.
    (1)

  8. #8
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,844
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Lyth View Post
    Actually, now that you put it that way, that's the one way that sacrificing HP could work as a tank mechanic. Sacrifice X health, gain a temporary shield with equivalent damage absorption for Y seconds. If the devs were capable of designing more nuanced tanks, that would make a lot of sense for DRK.
    This.

    Now if only the forums hadn't gotten up in arms that "You can't give HP-sacrificing mechanics to a tank cuS thEy'll dIe!" despite a tank being the only place to put an HP-sacrificing mechanic without it just turning into a seemingly overpower DPS that is nonetheless so dependent on HoTs that they have no actual rDPS advantage (despite feeling gimped as soon as they can't get sufficient attention from the healer)...

    Sac HP for added (M.) Defense is still the most practical unique DRK mechanic and it was suggested as far back as DRK's reveal but has never even seen a dev comment, as far as I'm aware. Why?
    (0)

  9. #9
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Shurrikhan View Post
    This.

    Now if only the forums hadn't gotten up in arms that "You can't give HP-sacrificing mechanics to a tank cuS thEy'll dIe!" despite a tank being the only place to put an HP-sacrificing mechanic without it just turning into a seemingly overpower DPS that is nonetheless so dependent on HoTs that they have no actual rDPS advantage (despite feeling gimped as soon as they can't get sufficient attention from the healer)...

    Sac HP for added (M.) Defense is still the most practical unique DRK mechanic and it was suggested as far back as DRK's reveal but has never even seen a dev comment, as far as I'm aware. Why?
    T'would be a more interesting Blood Mechanic.

    "Blood" skills reduce your maximum health by 25% upon use. Stacks up to 3 times.

    The "Tank Trait" for Dark Knight would be, I don't know, Shadowskin, which ramps up mitigation as health is reduced. Mathematically speaking, to ensure that your 25% is worth as much as 100%, a ludicrous 75% total reduction would be needed.

    (As a background change, we can probably just remove "Defense" as a stat, since we A) Have no control over it and B) it would make this all easier to napkin).

    Instead though, if we consider TBN is "25% of max HP", then TBN could instead "Restore" that loss HP as a Shield, providing a shield equal to the maximum health clogged by the drain and removing the "Clog" when the shield breaks.

    So for that matter, having effectively 50% of your HP (25% HP, 25% Shield), if we want the durability to be equivalent to your max HP + the shield, this means the damage reduction is a bit less ludicrous sitting at 60%.

    Math: 50 / .4 = 125.

    A Dark sitting at '3 Blood' (25% Max HP) is more akin to to another tank sitting at 62.5% HP then. You're encouraged to break your shield so you can use more blood skills.

    Though if I'm being honest, this couldn't really happen without also including an incoming heal reduction. There's a lot of potentially busted scenarios that could occur from this.
    (0)

  10. #10
    Player
    MaraD_'s Avatar
    Join Date
    May 2019
    Posts
    290
    Character
    Hede Devaul
    World
    Mateus
    Main Class
    Fisher Lv 80
    Quote Originally Posted by Lyth View Post
    Actually, now that you put it that way, that's the one way that sacrificing HP could work as a tank mechanic. Sacrifice X health, gain a temporary shield with equivalent damage absorption for Y seconds. If the devs were capable of designing more nuanced tanks, that would make a lot of sense for DRK.
    Ppl have been mentioning that for years lol.
    Also, you forgot they already have a tank with HP sacrificing. (As usual with their miss matched themes, its not on DRK)

    Quote Originally Posted by Kabooa View Post
    T'would be a more interesting Blood Mechanic.
    My take was something along the lines of Blood being used in place of HP/MP mechanics. For example, taking up blood in place of MP for TBN.
    (Blood being primarily a mitigation mechanic, rather than a DPS one)
    If you dont have enough blood, you sacrifice HP for TBN instead.
    You can "Absorb" Blood with auto attacks during Blood Weapon. If you reach max blood, the auto attacks absorb HP directly as another possible design.
    Another possible design is the old Dark Side. Instead of MP draining per tick, it can be Blood. (Or maybe each time you're hit, with Blood Price canceling your blood loss.)

    I dont remember all the variations Ive typed up over the years, but none the less, they should at the VERY LEAST given superbolide to DRK.
    (0)
    Last edited by MaraD_; 09-16-2020 at 03:23 PM.

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