


Even if it held hate as well as WAR, people would prefer WAR tank due to the massive difference in DPS. Nothing gets fixed.my point since the beginning has been very simple. if you want to fix paladin *now* so that people will use it *now*, it is an enmity problem. that isn't to say the other things shouldn't be addressed, but it is to say that if they're addressed first/primarily- the problem persists, and people will still prefer warrior tanks, and the community will still be upset.



Agree with this, Enmity is only a small part of the problem, people generally take WAR as Noctis suggests because they provide more DPS, more DPS = faster kills, faster kills = faster speed runs.
I really can't see how SE can fix Paladins, I sure as hell don't' want them increasing DPS to compensate for low DPS and enmity gain.
It's why I believe they should nerf MRD/WAR.
As some have suggested making it so Paladin takes less damage would mean you could substitute a WHM out for another DPS, this is the only other fix I can think of.
Last edited by Jinko; 04-17-2012 at 07:18 AM.


SE did nerf war in FFXI and there was so much rage over it. Probably not worth them to nerf wars. They nerfed the damage on Ukko, nerfed several abilities like restraint, blood rage, took away passive crit bonuses which they just gave them for lvling to 99.

Think in the end War == Pld makes good sense, to allow for different party makeups and differing strategies, it adds versatility to party makeups, of course since the only reward going is for speed party versatility is out the window anyway ...
It's not complicated at all, some people aren't willing to "hear" any idea that isn't their own tho, which is in and of it's self quite sad.
If people "listened" to all of this there might be a consensus that would be simply:
Add dmg mitigation in an amnt that isn't "stupid"(as a trait both MDT and PDT) + Increase enmity gains (globally as a trait) so that only one whm is needed and another slot opens for another DD + raise block rate(I personally haven't seen a problem w/ dmg reduction from blocks ~50% seems fair enough) == most problems solved
Adding dmg output to pld doesn't go to the heart of pld thoughout history, but hate control and dmg reduction do, as well as "Covering" ones allies.
Those few alterations and suddenly War is still "good" for tanking groups, but when it comes to bosses Pld shines, War slides into DPS mode and goes nuts a DD pulls hate, that's what Cover is for, the Pld gets it back before Cover wears, and then proceeds to save the WHM some headaches by healing the nutjob DD(usually myself) that doesn't want to "cool it".
Adds? War switches to crowd control mode gets the adds BLM AoE them down War switches back to DPS, all the while Pld keeps up hate and healing and the WHM starts to fall asleep. At least that's what I remember things being like once upon a time, isn't that what we all want back?
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That feeling when someone understands what it is you're trying to say very well. Thank you Enfarious. I agree with this post entirely.Think in the end War == Pld makes good sense, to allow for different party makeups and differing strategies, it adds versatility to party makeups, of course since the only reward going is for speed party versatility is out the window anyway ...
It's not complicated at all, some people aren't willing to "hear" any idea that isn't their own tho, which is in and of it's self quite sad.
If people "listened" to all of this there might be a consensus that would be simply:
Add dmg mitigation in an amnt that isn't "stupid"(as a trait both MDT and PDT) + Increase enmity gains (globally as a trait) so that only one whm is needed and another slot opens for another DD + raise block rate(I personally haven't seen a problem w/ dmg reduction from blocks ~50% seems fair enough) == most problems solved
Adding dmg output to pld doesn't go to the heart of pld thoughout history, but hate control and dmg reduction do, as well as "Covering" ones allies.
Those few alterations and suddenly War is still "good" for tanking groups, but when it comes to bosses Pld shines, War slides into DPS mode and goes nuts a DD pulls hate, that's what Cover is for, the Pld gets it back before Cover wears, and then proceeds to save the WHM some headaches by healing the nutjob DD(usually myself) that doesn't want to "cool it".
Adds? War switches to crowd control mode gets the adds BLM AoE them down War switches back to DPS, all the while Pld keeps up hate and healing and the WHM starts to fall asleep. At least that's what I remember things being like once upon a time, isn't that what we all want back?
The only thing I'm against increasing on PLD is straight DPS. Making PLD more like WAR isn't a solution. They can increase it's damage mitigation, shield use, and enmity gain and it all makes sense.
war holds enmity better in large part *because* of the dps it is capable of. (collusion is pretty helpful, too.) however, that said- the difference in damage output between warrior and paladin in a 2 minute kill is only about 2-3k, assuming the paladin isn't awful. if your dps can't make up that damage, you have bigger problems than your tank.
and what does reducing the damage paladin takes do to fix that, exactly?
it absolutely should, but that would still leave paladin on the sidelines until something is introduced that hits harder and is much more dangerous.But, do you not agree that given an enmity gap PLD should get something else in return? Like taking less damage? There's no reason these tank types need to have an identical methodology, which is what I feel like you're missing.
If that makes Warrior your preferred tank until the end of time that's fine, but as it stands PLD has nothing to offer. This idea at least makes it situational.
however, people are primarily complaining that paladin isn't wanted over warrior for anything *right now*, and the reduced damage fix won't change that.
Last edited by fusional; 04-17-2012 at 07:27 AM.



Let me know when you've got more to talk about than the 2 minute Miser's Mistress fight.war holds enmity better in large part *because* of the dps it is capable of. (collusion is pretty helpful, too.) however, that said- the difference in damage output between warrior and paladin in a 2 minute kill is only about 2-3k, assuming the paladin isn't awful. if your dps can't make up that damage, you have bigger problems than your tank.
and what does reducing the damage paladin takes do to fix that, exactly?


Last edited by Dzian; 04-17-2012 at 07:38 AM.
so, basically they can "fix" the things you want "fixed" and people can continue to take warrior tanks anyway because you still didn't "fix" the actual reason people are rolling with warriors in the first place.
got it.



That's what you got out of that? Alrighty then! Good to know lol.
That's like me saying:
"Oh, so you do 160 DPS on Miser's Mistress and that's all that matters as an endgame example therefore you must know what you're talking about. It's not like I'm a PGL/MNK main that has hate issues on MM as well. No, you're the one who knows it all and we're dumb.
"OMG look at how much your Howling Fist did on Miser's Mistress in your sig. Woah!"
Last edited by NoctisUmbra; 04-17-2012 at 07:00 AM.
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