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  1. #1
    Player
    Voidedge_Ragna's Avatar
    Join Date
    Jun 2016
    Location
    Gridania
    Posts
    444
    Character
    Edge Void
    World
    Ragnarok
    Main Class
    Warrior Lv 90
    My problem with warrior is how it feels like a gutted drk ... its to similar in playstyle and yes there is obviously differences but the base idea remains very similar

    Lets start with this, both classes have a dmg buff they somewhat juggle, both in a very simplistic way
    War has 4 combo skills, Drk has 3 and both have a 2 step aoe ... this is pretty much the same across all tanks and is fine but other similar things are not fine
    Wars center arround the idea of Inner Releases and Fell cleave as its the main burst, for drk its virtually the same.

    Inner Release = Delirium
    Fell Cleave = Blood spiller
    Decimate = Quietus

    So its comes down to what else is there ... and this is where war has a problem

    Onslaught which is a dmg down unless its used during inner Release
    Upheaval which is pretty good all around

    What does Drk have to make up for those?
    Edge of Darkness/Shadow
    Flood of Darkness/Shadow
    Salted Earth
    Plunge
    Carve and Spit
    Abyssal Drain
    Living Shadow

    So both tanks try to get as many Bloodspiller/Cleaves out as possible and align it with a raid window but wars idea is like "omg i can spam my most powerful move and have it crit and direct hit" but now Drk has the very same buff (yes it does not crit and direct but the idea is the same)

    Which makes war play ... slow, there's hardly any weaving, War feels slow and not as satisfying. I was war main from 2.0 till 4.5 and it was my first job to 80 ... now? My tank prio goes Pld>Drk>Gnb>War. All tanks have a fun mechanic or toolkit ... wars is Inner Release and if i want that ill play drk which has more ogcd.

    Maybe its just me but it bothers me that the tank buster mitigation war has ... which is Raw Intuition but its usually not worth to use as nascent flash would heal you for more which makes Raw Intuition useless you might as well merge them or upgrade into them via trait.

    The War toolkit needs to change, or we accept that its basically a starter tank with less buttons and no own identity.
    (8)

  2. #2
    Player
    Ozalius's Avatar
    Join Date
    Mar 2018
    Posts
    10
    Character
    Xiantas Alius
    World
    Moogle
    Main Class
    Warrior Lv 100
    It's not about damage, it's about having half assed new skill because "well, warrior balance is alright, we don't need to work on it much, just make it easier", and making warrior easier for them, is making the job more boring to play, and losing 10 IQ during the same patch.
    (5)
    Last edited by Ozalius; 07-30-2021 at 08:12 PM.

  3. #3
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,866
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Voidedge_Ragna View Post
    Onslaught which is a dmg down unless its used during inner Release
    Prior to Enhanced Infuriation, its actually a very faint dps increase, iirc. Even after, it's a smaller dps loss than its closest analog, Gyoten (another 10s CD gauge-spending gap-closer). That also means you have an actual gap-closer, whereas Plunge is to be spent, both charges, inside raid buff (i.e., Trick Attack) windows.

    Inner Release = Delirium
    Fell Cleave = Blood spiller
    Decimate = Quietus
    Inner Release, in its current functionality now cloned onto Delirium, predated that functionality on Delirium. Fell Cleave predated Bloodspiller. Decimate predated Quietus. Maybe I'm reading too much into the ordering in "Warrior... feels like a gutted DRK", but the latter seems more the iconic victim of homogenization or the like here.

    Granted, if we could go back to 2.0, knowing what we do now of what that first easy step towards capacity --while ignoring means thereto-- would mean for WAR's future homogeneity towards Paladin and, in turn, among all tanks, I think we would have been more cautious in accepting an easy "solution" over one that retains more identity.

    Which makes war play ... slow, there's hardly any weaving, War feels slow and not as satisfying.
    Agreed, and that slowness feels kind of contrary to its Berserker concept. It feels like Warrior could benefit from a greater sense of momentum, or at the very least some chaos on which to capitalize (without feeling like proc whack-a-mole).
    (1)