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Thread: How fitting

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  1. #1
    Player
    ninninin's Avatar
    Join Date
    Sep 2019
    Posts
    39
    Character
    Zzz Zzz
    World
    Kujata
    Main Class
    Ninja Lv 54
    Quote Originally Posted by Shurrikhan View Post
    The Blackest Night
    • 15-second CD.
    • Lasts up to 7 seconds.
    • Increases eHP by 25%.
    • Usable on others.
    • Requires a margin of resource be reserved for it.
    • Refunds its resource cost if and only if it is fully consumed within 7 seconds.

    Thrill of Battle
    • 90-second CD
    • Lasts 20 seconds.
    • Increases eHP by 20%.

    They have not a thing in common except that they both increase eHP and have durations.
    They have everything in common except that you can tbn party member and you can use tbn more in stormblood.

    Thrill is 10s. and Thrill in shadowbringers isn't just 20% it have additional effect that increase healing receive by 20% and that make it as strong as tbn. Couple with the fact that DRK don't have self heal on demand like Equilibrium it allow WAR to came out of tank buster with more hp unless it is magical attack.

    When it first came out in stormblood TBN is 20% same with Thrill. It just that it can be used more frequently due the fact that you can convert the mp and store it as blood gauge. In term of defensive it is the same with have Thrill on yourself. Citing how "it need to break" make it so much different is like saying you're supposed to waste Thrill on weak attack that won't break it.

    Since TBN has been brought up let me tell you why shadowbringers TBN suck= It can only hold 1 Dark Art. So what happen when you need to use 2 tbn before raidbuff came? you gotta let loose 1 EOS outside of raid buff window. Sure, while in theory tbn can be used like 4 times per minute but the more you used it outside of raid buff window the more you lose dps. Great huh?

    And since you're here again let me fill you with the fact about "scythe". In XI, scythe isn't exclusive to DRK. DRK can also equip Greatsword in XI. DRK wasn't even the first melee that could equip scythe in FF history. Life Drain ability on the other hand has been with DRK far longer.

    Further more, Reaper as showed in the trailer have nothing in common with the real dark knight. DRK iconic ability isn't having a ghost as sidekick and it certainly not edgy berserker that keep spam the same red slash move.


    Quote Originally Posted by Shurrikhan View Post
    Yes. It is. XI is over there, still running. If you want something from XI, then show what parts of its choices would necessarily be better than what we have here, instead of supplanting anything and everything in bulk simply because you don't like the last 10 years of identity this game has given to a particular XIV job.

    By all means, shit on Yoshi-P's handling of jobs. I'm not about to defend that. But don't pretend that his shortfalls suddenly makes XI's job concept perfect, let alone transferrable to a very different game.[/S]
    .
    When did I claim XI is perfect? XI isn't prefect but at least they manage to make job retain it's identity. XIV on the other hand have a chronic identity problem and imbalance at the same time.

    And about the "Just because you prefer". Sorry, I don't believe I was supposed to feel impressed when they serve me a Cola when I paid for a Coffee in a Coffee Shop.
    (1)
    Last edited by ninninin; 08-01-2021 at 02:29 AM.

  2. #2
    Player
    Anahlise_Auhn_Giinslai's Avatar
    Join Date
    Jun 2021
    Posts
    222
    Character
    Nanot'hrat C'hla'eag
    World
    Goblin
    Main Class
    Reaper Lv 90
    so... I read through all three pages, and I guess(?) that the topic of this thread is another Tank identity complaints and suggestions thread, and as such...
    I think that I will offer a idea of my own, and see what the rest of you think about it...
    I have little to type about Paladin or GunBreaker, though. For the most part, my thoughts were on how to differentiate the means of self-heal and self-support effects, between Warrior and Dark Knight.

    any way, that said... how about Warrior has instant heals and increase maximum HP as its focus, such as Equilibrium and Thrill of Battle, and Dark Knight has magical barriers and convert damage dealt into HP as its focus...while, only Paladin has a literal heal spell, along with a pure damage reduction focus, whether the Paladin block attacks, or could even either have more damage reduction abilities than the other tanks, or be able to use damage reduction abilities more often than other tanks.

    this makes three of the Tanks have different means of self-heal, instant-heal ability, heal spell, and damage-into-HP conversion, and have different self-support, maximum HP increase(along with instant-heal), magic barriers, and direct damage reduction.
    while, the actual way in which this could function as "unique identity", would be either to make all Tanks have 0 abilities, spells, and/or WeaponSkills that do not match their given theme(I think this is a bad idea, but.. eh.), and is along the lines of a different theme, or make it some thing like each Tank has five or some number of actions that match their theme, and only one or two actions that do not match their theme.
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    Quote Originally Posted by Anahlise_Auhn_Giinslai View Post
    [...]A much better thing to do with a large amount of actions, too many for a player to use all of the actions, is to create in-class diversity. ...hieh.. my disappointment finds it mind-blowing stupid that FFXIV never did this, and has always done that delete actions nonsense, instead.[...] ------------ [...]"I want you to lower me down into my coffin... so that you can.. let. me. down.. one. last. time." - 6.0 Dark Knight[...]
    [...]"...you want to know.. why I chose to abandon the abyss for the void? ...It is simple. That power of darkness did fail me, so I chose to embrace a new power of the darkness...." - Anahlise, a Reaper[...]