Page 1 of 5 1 2 3 ... LastLast
Results 1 to 10 of 46

Hybrid View

  1. #1
    Player
    Sedalia's Avatar
    Join Date
    Jun 2020
    Posts
    65
    Character
    Shadow Torment
    World
    Balmung
    Main Class
    Black Mage Lv 51

    What tanks need more then anything right now is? "More Defensive Cool-downs"

    I am not gonna sit here say these are most exciting most fun abilities in the world. however they are most "NEEDED" abilities what defines being a tank. how well you pace and use these cool-downs.

    currently in the game all tanks. have way more damage abilities then have tanking abilities are you playing a tank? really or melee dps with lots of hp. look i understand phew phew is fun.

    currently we have bunch of players. who like pull from start of a dungeon all way to the boss. 5-6 packs not pop single cooldown. things are seriously messed up.

    so in endwalker. my hopes that if we get any new abilities they are more defensive cooldowns. or ways migrate damage. cause currently we have problems. no reason why these tank go into lvl70-80 dungeons and tank 80-100k damage on trash i cant tell you how many players had talk to i had reach out too. try help them. understand that defensives cooldowns is good. tank stance is good letting your dps die or healer die cause cant handle the amount of monsters you pull end up killing your whole team? bruh! seriously? thats bad. very very bad hey you can uguu-bunga dps who cares if your team dies right?. problem is you onbly have 2 decent defensive cooldowns others meh at best. reasons people pull insane about monsters point a to point b is simply cause you dont have much for damage control

    so SE is fix to this problem is giving warrior urm aoe fel cleave.... and gun breaker and aoe....right... ok well at least paladin and dark knight getting new defensive cooldowns would of hoped yoshi-p . seriously though rip warrior. and gunbreaker. as if they really need more ways to deal damage. cause im tell you this. moment see a warrior or gunbreaker join your party and your healer my suggestion is leave que again until get a dark or paladin instead cause things gonna suck. unless they are seriously really good at there job

    with massive increase of spronts large quality of new players joined the fray. is like having teacher job and yet you dont get paid for it. but nice being helpful. i guess. anyway lets mentor system at best. you good on paper half the people who are mentors. aren't good players at all. however there toxic to whole community. novice training is brain dead. doesn't teach you anything other what you kinda already know in your head. and hearts your eyes trying read the text "voice acting please for novice training would be nice. majority of player base is helpful but like every mmorpg there those dumb ones that try give out false information and ruin ppls experence. cause spronts dont know any better
    (1)
    Last edited by Sedalia; 08-31-2021 at 07:07 AM.

  2. #2
    Player
    DaulBan's Avatar
    Join Date
    Jun 2016
    Location
    Limsa Lominsa
    Posts
    282
    Character
    Daul Ban
    World
    Ultros
    Main Class
    Paladin Lv 80
    Hard disagree.

    This rationale would extend directly to Healers, and giving them more healing buttons is the opposite of what any of them want. Content right now is not appropriately designed for the amount of tools Healers and Tanks have right now. Further, saying 'tanks don't use their mitigation' and giving them more doesn't fix the initial problem. Lead a horse to water, can't make em drink, just as you can give a terribad tank as many cooldowns as you want, can't make em use them.

    edit: Hi riti, how's work?
    (12)
    Last edited by DaulBan; 08-31-2021 at 07:07 AM.

  3. #3
    Player
    Sedalia's Avatar
    Join Date
    Jun 2020
    Posts
    65
    Character
    Shadow Torment
    World
    Balmung
    Main Class
    Black Mage Lv 51
    might as well just give defensive cooldowns to healers have them that can put on the tanks not just healing shields. if its to hard to push a single button for some tanks. but its not hard for me put defensive cooldown on a tank as a healer
    (0)
    Last edited by Sedalia; 08-31-2021 at 07:16 AM.

  4. #4
    Player
    Keagian's Avatar
    Join Date
    Aug 2013
    Posts
    82
    Character
    Keagian Lowell
    World
    Cactuar
    Main Class
    Gunbreaker Lv 100
    We have enough Defensive CD, a good tank knows how to spread their CD to have at least one up for every wall to wall pull. At 80, War, Drk and Gnb have a spammable Defensive CD while Pld relies on healers to make sure they stay above 50% HP as their self heal is a dps lost but its their just in case something goes wrong.

    In the case of Raids, you only really need to pop one for Tank Busters or the case with some fights that have random spike damage, rampart and rotate CD when needed. What Tanks really need is engaging gameplay so that we don't fall asleep hitting 123 over and over again.
    (0)
    Last edited by Keagian; 08-31-2021 at 12:45 PM.

  5. #5
    Player
    MilkieTea's Avatar
    Join Date
    Dec 2020
    Location
    Interdimensionality
    Posts
    2,134
    Character
    C'erise Vanesse
    World
    Maduin
    Main Class
    Red Mage Lv 90
    GNB has 6 defensive CDs. 7 if you count Reprisal. That's a LOT of CDs... There is no reason to question the amount of CDs it has. Adding more would just honestly make GNB feel super bloated- way more than it already feels.

    DRK has 4, 5 if you count reprisal. Of the 4, one is perfectly spammable with a recast of 15 secs and a Duration of 7 secs.
    (2)
    Off-Topic Discussion Megathread: https://forum.square-enix.com/ffxiv/threads/434886-Off-Topic-Discussion-Megathread
    Quote Originally Posted by Stormpeaks View Post
    No thanks. Housing is fine as it is

  6. #6
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
    Location
    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    What if... instead of simply more cooldowns, we just added a bit more complexity to the ones we have?
    If they become more than just "push to survive a buster," I think having more of our mental energy go towards how/when to use tanking tools would give us that tank feel. FF14 doesn't seem interested in making tanks spend most of their time juggling skills to not die, and that's fine, but I wonder if the way enhancing "tank feel" wouldn't be expanded in FF14 is through touch ups to the skills we have instead of fundamentally changing the tank gameplay. And The Blackest Night has shown me how even the little incentive of trying to pop your shield makes a world of difference and is far cooler than just throwing out a % mitigation skill sometimes.
    (0)

  7. #7
    Player
    Sedalia's Avatar
    Join Date
    Jun 2020
    Posts
    65
    Character
    Shadow Torment
    World
    Balmung
    Main Class
    Black Mage Lv 51
    how do you propose we do that? add more complexity to tanks? more dps skills? how does this make the tanks any better. paladin already bloated with magic/physical attacks. see how well that turned out for them, it need be more complex

    but can be a simple dps attack that just does potency damage has be tank worthy. what makes a tank engaging to players. what is a tank. just dpsing isn't the awnser.

    why dont merge your defensive cooldowns to your combos. hell constantly having damage migration when you dps or have aoe attack. thats stuns or lowers damage instead of just won or another. aoe stun would be nice too. does alot of damage. do something why stuns in this game (outside raiding content) have be so darn situational

    I for one want see my tank do something for my party offensively like stop attack with stun. make monsters do less damage outside of reprisal. or yank monster too me have aoe attack makes everything bleed causes massive enmity be down right annoying make everything hit me. but my party have new creative ways to do it. however they made enmity gain so darn easy. that all have to do push a single button have got hate for days. dont have work for my enmity at all like we use too. whats next thing they do. they bloat paladin with magic attacks that just does "potency" nothing else nothing really creative. just flat out boring dps abilitys now we have a problem with paladin players just don't use defensive cooldowns. cause they find them boring. calling other people bad cause they cant handle it.

    when started this game was in realm reborn. back then to me was funniest time to play a tank. even heavenward was great time to paladin or play any tanks. but this didn't want to play summoner like job I wanted to play a tank a tank people have that tank fantasy. this isn't it. if i was yoshi-p id be losing my

    But love all that great.. just stop with the abilities that just do "Potency damage" I cant stand the uncreatively dullness that is added to tanks kit. make attack look good but it only does potency damage. is this all what creatives mind squire-enix tank devs think of and giving warriors aoe felcleave spam! isn't it just no please no... but wait it does alot of potency damage

    I did ask have 22-30 button rotation on a tank,. makes matter worse. its bloody boring techically does same thing but looks different. ask yourself what is a tank? does tanks cast ultima level ability no. in fact you know don't even have to cast those abilities it doesn't even effect how you tank. more damage doesn't make tanks any better.in fact it makes them worse if its just a ability that just does potency damage


    "this is tank devs right now and squire enix" so what abilities should we give tanks in endwalker..."ability that hits hard?" wait we already have that next? "ability that hits ...really hard" guys seriously is how is this gonna make tanks do there job any better "they kill things ... faster i guess" why would they want that not roll a dps instead.. if was yoshi-p right now id be completely disappointed in tanks. dev act. think about making changes in tank dev apartiment let alone changes in the game.

    how uncreative and down right boring they are. this best you can do? ruining tank fantasy just because you want add "fun" abilities or want get "more" players into the tanking isn't right. cause of tank changes we have bunch clowns. pulling wall to boss. not using a single defensive cooldown. being salty with there team. all squire enix does is support this bad behavior giving them more dps tools leading them further away from what they they should be doing in first place.

    yah im salty cause they ruined my favorite job by over suppling them with abilities "that just do potency damage" never wanted to play tanking black-mage on a paladin i just wanted to enjoy feel and role of the tank without it being overburden with magic attack skills one them might as well be called ultima cause probably one of hardiest aoes in the game. people play tanks cause they want to tank. like healers like to play healers


    "I dont want to play tank cause simply like to dps" this mentality is wrong

    I mean hell give holy circle blind. have divine spirit do something makes tank tank better by granting them defensive cooldown stacks. make that mini-ultima give tank 30-50% damage reduction when its casted. or increase block rate.

    but for whatever reason "stop with just potency damage on the tank"
    (0)
    Last edited by Sedalia; 08-31-2021 at 05:16 PM.

  8. #8
    Player DrWho2010's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    3,707
    Character
    Maximum Powerful
    World
    Hyperion
    Main Class
    Summoner Lv 100
    so you just want tanks to be damage soakers and deal no damage? this is a game where the faster you kill the boss the better.

    you forget they also need to do damage to do solo stuff too.
    (3)

  9. #9
    Player
    Sedalia's Avatar
    Join Date
    Jun 2020
    Posts
    65
    Character
    Shadow Torment
    World
    Balmung
    Main Class
    Black Mage Lv 51
    Quote Originally Posted by DrWho2010 View Post
    so you just want tanks to be damage soakers and deal no damage? this is a game where the faster you kill the boss the better.

    you forget they also need to do damage to do solo stuff too.
    I think you misunderstand me yes tanks to do damage. but i want them do more then "Just do damage" there abilities have be more creative then the just "Potency Damage"

    there "damage abilities" should have additional effects "that presants what a tank is as class fantasy"

    here let me explain simple term

    "Holy Spirit" - Currently only does potency damage but they could added little more complexity to this spell

    Like everything you cast "holy spirit or Holy Circle" you gain 10% this can stack up 3 times. this more creative then just doing damage cause these are abilities you cast over and over. this type of effect would make sense. now these abilities make me feel like am tanking and it make those uguu-bunga me not smart me dont use cooldown dps tanks

    however paladin when paladin changed they got bout 4-5 skills that pretty much does the same thing. felt less like a tank should more like dps. taking away from tank fantasy making it more like dps fantasy

    I want you understand fine with tanks dealing damage as long doesn't destroy tank fantasy completely. doesn't destroy game as a whole
    (1)
    Last edited by Sedalia; 08-31-2021 at 05:40 PM.

  10. #10
    Player
    Furious's Avatar
    Join Date
    Aug 2013
    Posts
    334
    Character
    Furious Laughter
    World
    Ravana
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Sedalia View Post
    I think you misunderstand me yes tanks to do damage. but i want them do more then "Just do damage" there abilities have be more creative then the just "Potency Damage"

    there "damage abilities" should have additional effects "that presants what a tank is as class fantasy"

    here let me explain simple term

    "Holy Spirit" - Currently only does potency damage but they could added little more complexity to this spell

    Like everything you cast "holy spirit or Holy Circle" you gain 10% this can stack up 3 times. this more creative then just doing damage cause these are abilities you cast over and over. this type of effect would make sense. now these abilities make me feel like am tanking and it make those uguu-bunga me not smart me dont use cooldown dps tanks

    however paladin when paladin changed they got bout 4-5 skills that pretty much does the same thing. felt less like a tank should more like dps. taking away from tank fantasy making it more like dps fantasy

    I want you understand fine with tanks dealing damage as long doesn't destroy tank fantasy completely. doesn't destroy game as a whole
    In what way would that change the current rotation that Paladin uses today?

    Anything used rotationally would continue to be used rotationally, or would be used as required as mitigation abilities are today. Unless you mean entirely change the idea of requiescat on Paladin, nothing changes as a result of this suggestion.

    The reason we absolutely don't want more rotational defensive abilities are because they are fundamentally not interesting; you hit a button and functionally nothing happens except a number goes down. On the other hand, defensive cooldowns and variety between them invariably leads to tank imbalances and then into discrimination against specific tanks, which is why the tank defenses are as homogenised as they are today.

    Frankly, I get all the tank fantasy I need by having massive bosses and large swathes of mobs hitting me and me not dying. That's what makes me a tank; I'm getting hit and living, where I would die if I was a dps or a healer. I have the tools, I have the basic kit, I have the toughness to survive all that. I don't need to be actively pressing buttons to engage in it further (and in actual fact, every tanks' basic rotation does impact on their survival at a mediocre level anyway - brutal shell, mana return, buff maintenance, and so on).
    (1)

Page 1 of 5 1 2 3 ... LastLast