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  1. #1
    Player
    GoatOfWar's Avatar
    Join Date
    Jul 2022
    Posts
    976
    Character
    Pepper Oni
    World
    Twintania
    Main Class
    Samurai Lv 100
    I think the only reason it's frustrating is because there's no longer any plus sides to speak of.
    We're not shining in any piece of content anymore, the only tank that still does is War because it has the best version of every tank cooldown, and Gnb if you REALLY care about that 100 extra dps.
    But if we want to move away from homogenisation i think sometimes not having the best answer for a situation is a great way to go about it.
    When i did Uwu i felt like i was throwing too, because i had no party mits or self healing, and also play the lowest damage tank in the fight. There was no upsides for my job.
    That just felt bad.

    I think you're kind of exaggerating about TBN, because the lower cooldown didn't ever really come into play for me outside of P10. I personally try to use it as little as possible, because people are unpredictable.
    I've had other people mitigate or voke on auto's and then my TBN wouldn't break. I don't think it's a well designed ability tbh. Especially now that we're no longer allowed to do more dps than the others.
    But even in P10, that advantage felt moot. Because i had no way of interacting with HH meaningfully outside of generic mits everyone else gets. And also missed out on party buffs because of all the group distance.
    Missing out on party buffs felt really bad, because we already need the perfect burst windows to do the same damage as the others with an inferior toolkit.
    I think you can make the case that it shouldn't have *no* interaction with some mechanics at all. (Magic mits against physical damage) But i never felt that any of my mits gave me an advantage over the other tanks outside of Abyssos before they buffed War and PLD. So i kinda just feel like i'm making everything more difficult for no reason for playing Drk now.
    (2)
    Last edited by GoatOfWar; 04-28-2024 at 04:04 PM.

  2. #2
    Player
    ThorneDynasty's Avatar
    Join Date
    Oct 2021
    Posts
    817
    Character
    Gisela Thorne
    World
    Zodiark
    Main Class
    Black Mage Lv 100
    I'd actually frigging love it if your burst phase locked you out of MP spenders outside of TBN. And while you are at it make MP spenders have diminishing returns on recharging Darkside the more rapidly you use them - Make the gauge actually require maintaining a steady use of oGCDs.

    No animation cancelling, no stupid busy bursts, no braindead gauge.

    Probably not the most practical to implement though.
    (1)
    Last edited by ThorneDynasty; 04-27-2024 at 12:15 PM.

  3. #3
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,328
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    DRK needs a skill where your character draws a big spooky-looking sword from their heart. I don't know what it would do, but it would look cool.
    (0)

  4. #4
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,452
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    I don't agree, and I think you're generally too down on this job as a whole.

    I remember plenty of spots where TBN's shorter CD helped my group get through Anabaseios, I remember all the bleeds in Abyssos basically making the skill free real estate to play DRK as the world's worst shield healer. There's even a good number of spots where I found it feeling good in Criterion/Criterion Savage. Its not free though, you have to be willing to experiment with them and its something I like to do to keep prog engaging, trying to find all the spots where TBN will work and how I can get it to take me as far as it does. But even beyond that, that cooldown shouldn't be discredited, P12SP2 has multiple spots where you can basically TBN on CD and guarantee breaks, which is fantastic during its more hectic mechanics where healers might not be looking, you can basically get two TBN breaks on both calorics from the autos.

    TBN is not as strong as the lv 82s, TWO TBNs however is stronger than the lv 82s, and given their cooldown differences I think this is a fair thing to factor in, and thats not factoring in Oblation or Dark Mind's lower CDs. Being able to cycle these so frequently without touching the standard mits IS Dark Knights shining feature, mastering DRKs mits I find takes you way farther than the other tanks really can go, with the only one feeling similar now is post rework PLD.


    Another notable upside of Dark Knight is Living Dead funny enough, this is the only invuln in the game that has the possibility to be a net-gain on resources on its own. Its been kinda rare to find spots where this matters, but it ended up making Dark Knight my tank of choice for Another Mount Rokkon Savage, being able to shrug off so much damage from the first add-pack, instantly heal up and play the rest of the dungeon with Dark Knight's superior and more available mitigations for the rest of the dungeons made that one surprisingly easy for me.

    I'd also like to say that Dark Knight's Damage situation is not as bad as you're making it out. Dark Knight is still seeing a lot of play in high end content, and while its true other tanks will out damage dark knight when attacking striking dummies, so what? In practice Dark Knight is still the 2nd largest burst window in the game, and with a the way a lot of fights are phased, Dark Knight gets way more out of downtime mechs than the other tanks, and with this in mind dark knight still ends up being a great option for a lot of fights for speed kills and damage output. Given I also do not give a shit about this, I do not participate in it, and I never really will. I play this job because I like what it does and its fun to play, I'd play it if it was the worst or the best, I just don't really care about this sort of thing.

    The areas where balance is fucked is honestly sub lv 90 content, which seems to always be deliberately ignored when it comes to balancing, and has always been extraordinarily shit when it comes to balancing. Level Sync is FFXIV's worst feature and I'll die on that hill.
    (3)

  5. #5
    Player
    GoatOfWar's Avatar
    Join Date
    Jul 2022
    Posts
    976
    Character
    Pepper Oni
    World
    Twintania
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Oizen View Post
    I don't agree, and I think you're generally too down on this job as a whole.
    You're not really selling the job to me here.
    I never even get the burst windows the job needs to do the same dps as the other tanks at the same skill level. So speed kills are completely out of the question.
    TBN is unrewarding jank for the sake of being different. Getting 2 reliable TBN's also doesn't amount to as much as you think it does.
    On the rare occasion where you can use 2 immediately back to back on cooldown, how much would it outweigh the additional fat healing and lingering mits the others get after?
    If a TBN breaks, it's gone. It has no healing that comes after, and it doesn't have any lingering mitigations either.
    TBN's current design is shit. And the shorter cooldown doesn't matter. The benefits (When things go right) are negligible.
    I mostly play with random players and i can't predict whenever Jim wants to help with his mits during tankbusters because the youtubers told him to use Feint or Addle.
    I've played with Machinists who double mitigated the knockback mechanic on P10, TWICE. And caused me to lose near 1000 potency of damage for no reason. Or when my co tank randomly vokes or mits.
    It's easily the most frustrating ability in the entire game. I'm genuinely puzzled when you say it's rewarding at all, just because you can *sometimes* use it to cover 2 mechanics in a row.

    If i was looking for a tank, Drk is the last one i'd want. And i think you'd agree. It needs the most attention and provides the least. None of what you were arguing for is anything i'd consider noteworthy in comparison to everything the other tanks can do.
    I do think Drk has the second best invuln, but that's not necessarily because of the healing. Because none of the other tanks are set up to where they have to worry about their mitigation plans interfering with their damage windows to begin with.
    The healing is a solution to the self inflicted problem of the job's design. That's not a selling point. And the other tanks get all that healing and more in the rest of their toolkit. The only thing that sometimes matters is the shorter cooldown.
    Maybe it's different in current ultimates for TBN, i don't know. But that's a super narrow scope anyways.
    (2)
    Last edited by GoatOfWar; 04-28-2024 at 05:38 PM.

  6. #6
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Downsides are always relative. I'm not a fan of physical or magical only mitigation, but you have to look at the context in which these originated. Sheltron was released as a physical damage only cooldown in Heavensward. Raw Intuition, released at the same time, was physical damage only (and guaranteed critical hits when you were hit from the rear). Dark Dance was physical damage only as well. The reason why PLD was at a disadvantage in Heavensward was damage, not mitigation. In fact, there were several fights where PLD/DRK players tended to swap to PLD for progression at least, simply because PLD was a much safer option.

    SE uses a firefighting approach to balance. There's no overarching vision about how roles should be balanced as a whole, because everything is reactive in response to player complaints. So when you complain about physical damage only cooldowns, Sheltron and Block now work against all damage types (+1 PLD), WAR gains Rampart (+1 WAR), and Dark Dance is changed to the role action Anticipation (-1 DRK). In the meanwhile, the one tank with magic damage only mitigation tools ends up with cooldowns that are worthless under various circumstances.

    The same thing happened for knockback prevention in Heavensward. PLD had Tempered Will, WAR had Holmgang, DRK had Plunge. Knockbacks themselves were relatively infrequent, but people complained. WAR demanded a gap closer and knockback mitigation and received better versions of both. When Stormblood came around, the frequency of knockbacks in raid content jumped up dramatically as a result, but DRK didn't have the toolkit that the other two tanks had. There are plenty of other examples. Raidwide mitigation is another great one.

    You have to commit to a design philosophy and apply it fairly across the entire role. Player demands will tend to push towards homogenization, simply because everyone wants what the competition is having. For supports, that results in mitigation inflation and more of your hotbar space gets dedicated to defensive actions. You can do one of two things in response. Either you acknowledge that all tanks will have their unique advantages (and relative disadvantages) and push further into those design differences, or you deliberately homogenize a gameplay aspect to remove any imbalances and ensure strict fairness. But you have to commit. The real problem is partial homogenization, where tanks are similar enough that you can identify a clear cut winner from the differences, but not similar enough to eliminate those imbalances. Vengeance is the classical example.

    People also tend to forget that Holy Sheltron has 1/3 the recast of TBN, and functionally has the ability to store two charges. TBN is an interesting concept, but it seems like they don't really know what to do with the design.
    (3)

  7. #7
    Player
    Sazuzaki's Avatar
    Join Date
    Sep 2021
    Location
    Ul'Dah
    Posts
    182
    Character
    Sazu Velgr
    World
    Jenova
    Main Class
    Dark Knight Lv 90
    DRK isn't as horrible as Goat claims, but DRK should def not be dealing the lowest dps. I do think it's stupid how reliant DRK is on raid buffs to even have a chance of out DPSing the other tanks. However, being able to solo tank busters in P7s and P10s without ever going below half HP felt damn good.

    TBN is far from the most frustrating ability in the game imo. From my experience, TBNs utility is as good as its user. It's really good for mitigating auto-attacks which can be quite damaging without BiS, and is always up for a TB; compare that to the 25 CDs and I usually catch them on CD for TBs when I'm actively using them to mitigate. TBN still sucks in content that isn't raiding though and could def use some improvements there.
    (1)

  8. #8
    Player
    GoatOfWar's Avatar
    Join Date
    Jul 2022
    Posts
    976
    Character
    Pepper Oni
    World
    Twintania
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Sazuzaki View Post
    DRK isn't as horrible as Goat claims, but DRK should def not be dealing the lowest dps. I do think it's stupid how reliant DRK is on raid buffs to even have a chance of out DPSing the other tanks. However, being able to solo tank busters in P7s and P10s without ever going below half HP felt damn good.

    TBN is far from the most frustrating ability in the game imo. From my experience, TBNs utility is as good as its user. It's really good for mitigating auto-attacks which can be quite damaging without BiS, and is always up for a TB; compare that to the 25 CDs and I usually catch them on CD for TBs when I'm actively using them to mitigate. TBN still sucks in content that isn't raiding though and could def use some improvements there.
    I don't think the job is horrible, i just don't think it provides anything the others don't already do better.
    Idk why forum users like claiming TBN is a skill based mit in an attempt to undermine my problems with it, to imply i'm just bad at the game. My problems with it specifically come from external mits.
    Which are completely out of my control. It's the fact that i get punished when someone else fucks with my mitigation plan when none of the other tanks are.
    (1)

  9. #9
    Player
    Sazuzaki's Avatar
    Join Date
    Sep 2021
    Location
    Ul'Dah
    Posts
    182
    Character
    Sazu Velgr
    World
    Jenova
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by GoatOfWar View Post
    I don't think the job is horrible, i just don't think it provides anything the others don't already do better.
    Idk why forum users like claiming TBN is a skill based mit in an attempt to undermine my problems with it, to imply i'm just bad at the game. My problems with it specifically come from external mits.
    Which are completely out of my control. It's the fact that i get punished when someone else fucks with my mitigation plan when none of the other tanks are.
    Not implying you're bad at the game, but what I'm saying is you're probably just using it in spots that don't consistently break it in the first place. If something like a MCH mit prevents your whole TBN from breaking, then you probably shouldn't use it there. If the knockback you're talking about is the final laser in limit cut, MCH mit shouldn't prevent your TBN from breaking unless you were to kitchen sink it. Your complaints are valid, but I'm listing as to why TBN is still a strong short CD and why people prefer it over the other ones. TBN can be janky because of gear and whatnot, but the only fights where gear has held my TBN back from breaking is during the first turn of each tier and that's it. Everything else was just a skill issue on my part.

    Off topic, but I really hope we can get stackable dark arts in DT lol
    (3)
    Last edited by Sazuzaki; 04-30-2024 at 09:55 AM.

  10. #10
    Player
    GoatOfWar's Avatar
    Join Date
    Jul 2022
    Posts
    976
    Character
    Pepper Oni
    World
    Twintania
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Sazuzaki View Post
    Not implying you're bad at the game, but what I'm saying is you're probably just using it in spots that don't consistently break it in the first place. If something like a MCH mit prevents your whole TBN from breaking, then you probably shouldn't use it there. If the knockback you're talking about is the final laser in limit cut, MCH mit shouldn't prevent your TBN from breaking unless you were to kitchen sink it. Your complaints are valid, but I'm listing as to why TBN is still a strong short CD and why people prefer it over the other ones. TBN can be janky because of gear and whatnot, but the only fights where gear has held my TBN back from breaking is during the first turn of each tier and that's it. Everything else was just a skill issue on my part.

    Off topic, but I really hope we can get stackable dark arts in DT lol
    I pop a TBN before the knockback towers, and when it comes back up i pop one to deal with the DoT as well.
    This worked out just fine normally (At the time i did it anyways) but the DoT doesn't hit hard enough if someone else pops extra mits.
    Half of the issue is getting better gear, which felt particularly bad in this tier because half the gear came with tenacity.
    (0)
    Last edited by GoatOfWar; 04-30-2024 at 10:37 AM.

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