Tank balance is good enough that it doesn't matter. This isn't stormblood where warrior is mandatory and everyone else fights for the scraps.
Tank balance is good enough that it doesn't matter. This isn't stormblood where warrior is mandatory and everyone else fights for the scraps.
That's because Warrior was the only tank that had a decent design, the other 2 were just crap. And this isn't "balance", this is homogenization.
I can certainly agree that complete homogenization for the sake of balance is terrible design but I'm honestly not seeing how warrior was better designed than paladin in stormblood, paladin was a great support tank with extremely powerful defensives and party utility that could still output decent dps after several nerfs. It can be argued that dark knight had the issue of "too much dark arts" but even that job wasn't terribly designed towards the end, just not to everyone's liking.
What made warrior such an easy pick after the rework was the comparatively simple rotation, so you were less likely to have a tank that underperforms heavily, and the fight design that simply favored warrior's defensive and offensive cooldowns, they weren't as powerful as pld's or drk's but enough to survive and more readily available for certain boss mechanics whereas their burst heavy opener allowed them to quickly build threat on bosses without losing dps due to how enmity worked. They also had the benefit of their increased healing synergizing very well with SCH, a more mandatory job than warrior, but this wasn't something that was added with Stormblood.
The original 4.0 warrior was an absolute mess of juggling 2 different dps cooldowns and performing a perfect rotation to end up with a very specific amount of gauge at exactly the right moment, just to be able to output dps comparable to the other tanks.
And now that most of those benefits that the 4.2 warrior brought have been redesigned or entirely removed (enmity management, synergy with SCH's shields, shorter cooldowns that were back up for specific mechanics) you can see the design for what it actually is, monotonous and ultimately rather boring.
Last edited by Absurdity; 04-15-2021 at 11:45 AM.
I mean, let's face it. Buffing all of the steps of someone's combo, especially on a job like WAR which is supposedly burst-orientated, is a bit like rewarding a player for breathing. I don't think you can simultaneously accept an easymode combo sustain buff and still complain about monotonous gameplay. The job has a reputation of being a snorefest for a reason. It's as much the community's fault as the devs.
Like I said on page 1I mean, let's face it. Buffing all of the steps of someone's combo, especially on a job like WAR which is supposedly burst-orientated, is a bit like rewarding a player for breathing. I don't think you can simultaneously accept an easymode combo sustain buff and still complain about monotonous gameplay. The job has a reputation of being a snorefest for a reason. It's as much the community's fault as the devs.
I couldn't care less about the potency buffs, I'm not even raiding this tier and more damage doesn't fix the issues I have with the job.
Granted I did fall for the 4.2 trap as well, warrior kept me entertained in Stormblood. But as soon as the Shadowbringers changes rolled around I noticed something "felt" off. I wasn't watching my enmity bars anymore thinking about whether or not I'd have to Butcher's at some point or check my Infuriate cooldown, there was no reason to manage my gauge outside of higher end content or think about whether or not my cooldowns allow me to sit in Deliverance for the next wall pull. Once those "distractions" were gone I became that much more aware of the incredibly boring moment-to-moment gameplay.
Last edited by Absurdity; 04-15-2021 at 01:55 PM.
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