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  1. #1
    Player
    MelinShoot's Avatar
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    Feb 2017
    Location
    Gridania
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    8
    Character
    Melin Shoot
    World
    Jenova
    Main Class
    Scholar Lv 70
    I disagree with almost everything you said. For example: PLD and WAR have the same exact rotation. you do your main rotation, you hit your buffs, you do your special ability spam, in WAR's case it's fell cleave, in PLDs case it's holy spirit. Even with Royal Authority/Sword oath, it still feels the same. There are some minor use case differences between the two, but more or less they are mechanically the same. So similar that my PLD and WAR chotbars are setup identically. DRKs and GNBs are sort of similar, in that you have build-up and the you spam ogcds between your main rotation. Mitigation ways, DRK also has another difference from the other tanks, in that they have magic mitigation. (as in, does not affect physical damage) which makes DRK superior defensive-ways, but only sometimes. War also has a differing mechanic as it relies heavily on HP recovery and HP manipulation as mitigation tools. While the other classes have similar mechanics in them, none of them replicate what war can do with it's tools.

    In heavensward Each tank had 3 variants to their combo. One mitigated damage, PLD physical, DRK magical, and WAR all damage. The fundamental problem of this was that *some* players would forgo that particular rotation in order to maximize damage, and then pin it on the healer for not mitigating properly. On DRK SQEX has mitigation tools side by side with DPS tools, making the player decide which is best at a given moment. (TBF a lot of ppl actually use DRKs stackable mitigation. that one worked real well) But if you keep down that path the tanks different enough from each other. If there was a tank dedicated to just that active mitigation idea. A basic rotation, and your ogcds were mitigation. It'd be different enough, and maybe just interesting enough, to be a competitively fun tank, as well as different.

    With your active mitigation idea, we actually have an example of this outside of DRK, though it is based on MP instead of stacks. It's PLD's Clemency. By timing your clemency so that it goes off immediately after big damage does, you can save yourself from a lot of pain. (Is it optimal? no. But it's worthwhile to at least know how to use it.) It's what separates Big Deeps PLD from Raid Saver PLD. The flaw in SQEXs design philosophy. By making the content easy enough everybody could do it with enough dedication, the community tends to lean more towards DPS than not DPS. But every time they implement mechanics like these, it's at the cost of DPS.
    (0)

  2. #2
    Player
    Absurdity's Avatar
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    Feb 2018
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    2,970
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    I'd actually say that GNB is the only outlier with it's 30/60 seconds quick oGCD burst that needs some setup before execution.

    PLD is "do your basic rotation (wether you have fight or flight changes nothing), press oGCDs and every 60 seconds you get to spam the same ability 5 times (or I guess in Shadowbringers it's 4 times and then another ability once)"
    Warrior is "do your basic rotation, press oGCDs and every 90 seconds you get to spam the same button 5 times, also don't overcap on gauge"
    DRK is "do your basic rotation, don't overcap on gauge or mp, press oGCDs and every 90 seconds you get to spam the same button 5 times, but with less impact than warrior"

    Neither Delirium nor Inner Release require any setup, you just press the button when it's ready and I would argue that even PLD's MP cost is negligeable since you're always at full MP when Requiescat comes up as long as you do your basic rotation.

    Technically all tanks in XIV already have active mitigation, you have to press an ability to mitigate damage for a set amount of time which requires you to know when high tank damage is going to happen. The active mitigation in WoW might as well be passive since damage is constantly high and you're trying to keep your mitigation rolling as much as possible, not all that different from earlier versions of the game where you just stacked defensive stats to have said mitigation at all times.
    (3)
    Last edited by Absurdity; 01-08-2021 at 06:07 PM.

  3. #3
    Player
    Jpec07's Avatar
    Join Date
    Jul 2015
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    868
    Character
    Matthias Gendrin
    World
    Cactuar
    Main Class
    Paladin Lv 80
    Quote Originally Posted by MelinShoot View Post
    With your active mitigation idea, we actually have an example of this outside of DRK, though it is based on MP instead of stacks. It's PLD's Clemency. By timing your clemency so that it goes off immediately after big damage does, you can save yourself from a lot of pain. (Is it optimal? no. But it's worthwhile to at least know how to use it.) It's what separates Big Deeps PLD from Raid Saver PLD. The flaw in SQEXs design philosophy. By making the content easy enough everybody could do it with enough dedication, the community tends to lean more towards DPS than not DPS. But every time they implement mechanics like these, it's at the cost of DPS.
    Clemency doesn't really count as active mitigation, though, because (1) it isn't really necessary to survive, and (2) it isn't exclusive to the PLD using it. Don't get me wrong; saving a group that's going south with some well-placed Clemency casts is one of the most satisfying things in the game, but it doesn't count as active mitigation. Now, could SE retool PLD such that self-casting Clemency becomes one of the most central components of its gameplay? Certainly, but I don't think that would really be that engaging.

    Quote Originally Posted by Absurdity View Post
    Technically all tanks in XIV already have active mitigation, you have to press an ability to mitigate damage for a set amount of time which requires you to know when high tank damage is going to happen. The active mitigation in WoW might as well be passive since damage is constantly high and you're trying to keep your mitigation rolling as much as possible, not all that different from earlier versions of the game where you just stacked defensive stats to have said mitigation at all times.
    Defensive cooldowns != active mitigation. The FFXIV model of mitigation centers entirely around ordering and managing your cooldowns, and in high-end content around stacking them appropriately, but that method of managing incoming damage is neither engaging nor fun. Most tanks do have some form of active mitigation in the form of self-healing based on certain attacks in their rotation, but it could be removed from the game and no one would notice.

    To give an example of what I'm talking about, I'll describe how I remember Blood DK working the last time I played it (roughly - and my memory is shoddy af right now due to the state of the world at large). Over time, you slowly generated runes. Spending those runes gave you rune power, and you could then spend that rune power to create your Blood Shield, which was a massive shield that sat overtop your normal HP pool. A well-geared Blood DK could tank entire dungeons without needing healing once, and this was a big deal because healers didn't really have any oGCD heals (outside of an "ohshit" button or two). But the entire blood DK gameplay was built around the idea that, in order to survive the dungeon and do a good job at your role, you needed to pour everything into your Blood Shield and keep up as best as you could.

    As it stands, there are a few clear obstacles that would need to be overcome in order for FFXIV to be able to entertain the notion of active mitigation as a design paradigm. Tanks would need far less passive mitigation and far fewer defensive cooldowns, healers would need to be nerfed, oGCD heals would basically need to be scrapped, and instances would need to be designed in such a way that tanks actually needed to care about incoming damage from mobs and bosses. Unfortunately, with the 2.5s GCD in this game, I'm not sure that such a design could actually work (WoW has the benefit of having a generally ~1s GCD, which makes the gameplay much more fast-paced).
    (0)
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  4. #4
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
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    2,970
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Jpec07 View Post
    Defensive cooldowns != active mitigation. The FFXIV model of mitigation centers entirely around ordering and managing your cooldowns, and in high-end content around stacking them appropriately, but that method of managing incoming damage is neither engaging nor fun. Most tanks do have some form of active mitigation in the form of self-healing based on certain attacks in their rotation, but it could be removed from the game and no one would notice.

    To give an example of what I'm talking about, I'll describe how I remember Blood DK working the last time I played it (roughly - and my memory is shoddy af right now due to the state of the world at large). Over time, you slowly generated runes. Spending those runes gave you rune power, and you could then spend that rune power to create your Blood Shield, which was a massive shield that sat overtop your normal HP pool. A well-geared Blood DK could tank entire dungeons without needing healing once, and this was a big deal because healers didn't really have any oGCD heals (outside of an "ohshit" button or two). But the entire blood DK gameplay was built around the idea that, in order to survive the dungeon and do a good job at your role, you needed to pour everything into your Blood Shield and keep up as best as you could.

    As it stands, there are a few clear obstacles that would need to be overcome in order for FFXIV to be able to entertain the notion of active mitigation as a design paradigm. Tanks would need far less passive mitigation and far fewer defensive cooldowns, healers would need to be nerfed, oGCD heals would basically need to be scrapped, and instances would need to be designed in such a way that tanks actually needed to care about incoming damage from mobs and bosses. Unfortunately, with the 2.5s GCD in this game, I'm not sure that such a design could actually work (WoW has the benefit of having a generally ~1s GCD, which makes the gameplay much more fast-paced).
    I guess it depends on what you define as active mitigation. Is it a really low cooldown like feral druid's Ironfur? Because then we can take Heart of Stone or Raw Intuition. Is it no cooldown but resource cost like current blood DK's Bone Shield? Shelltron. A bit of both? Blackest Night.


    As an example, protection warriors in WoW currently have two types of mitigation, Ignore Pain which absorbs 50% of the damage you take until a certain amount of damage has been absorbed (costs rage) and Shield Block which blocks 100% of all physical attacks for a few seconds (costs nothing, has 2 charges and a short cooldown). It is already very similar to the short mitigation we have on DRK and PLD, just with an even shorter cooldown.


    What you remember sounds like Cata or MoP blood DK, can't quite remember which one but it wasn't exactly the most balanced. You were either a wet paper bag or overpowered to the point where as you mentioned, you didn't need a single heal. You generated blood shield just by using your runes on Death Strike which coincidentally was also your go-to rune spender for dps. It would be kinda like adding an absorb shield to warrior's Fell Cleave, it's something you press anyway just by playing your job.


    If it's just part of the rotation you're doing anyway, like it was the case for blood DK, then I honestly think it wouldn't add more to the gameplay, because we'd still be doing the same thing we're already doing, just with slightly less control over when we want to mitigate.
    And as you said, it would basically still require SE to change how most of combat currently works, increasing tank damage, reducing oGCD healing tools, basically what some healers have already been asking for.
    (4)
    Last edited by Absurdity; 01-09-2021 at 10:40 AM.