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Thread: WARs and DRKs

  1. #51
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    I wanted the tank stances become fixed and being important for tanking as many others in the past but after a few weeks i feel the changes made make a great void in tanks, not being able to trade defense for damage and stay stuck with the 20% pasive mitigation has with the poor encounter design for tanks make mitigation management so redundant and innexistent, and of course the damage we use to gain with the trade off was gone, enmity totally ripped with the new switch on off agro stance is something i don't like at all either.

    Idk, despite the change was requested i personally don't consider we gain anything but loss with the current tank stances and tank mastery trait, the rework drop most of the skill ceiling on the ground, the encounter design and homogenization/simplification of the jobs did the rest and right now tanking is extremly boring since mitigation is pretty trivial and enmity totaly ignorable. In my opinion we are in a worst situation in terms of engagement, yeah tank stances for PLD and DRK where totaly terrible but we could play around the weakness and enjoy a more interesting gameplay, right now everything is like always full of enmity watching the enemies hitting me with wet noodles.

    Of course this is my personal opinion about that stuff, i apreciate that tank stances become better for PLD and DRK for sure but at the same time i belive Tanks need to have less stuff being gave for free, in other words less pasive buffs and more active mechanics.
    (2)
    Last edited by shao32; 09-14-2021 at 07:11 AM.

  2. #52
    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
    ... I think that the old Tank Stances were a better design concept, in theory, and it was just that the implementation of that concept was.. done in a bad manner. The Tank Stance toggle-passive buff that literal does naught at all except 10x enmity generation, where-in all that does is all except outright remove enmity from the game, is the stupid design that needs removal.

    The Tank Stances being pick one of Offense or Defense, was a terrible idea, since you lose one benefit to gain the other benefit... It would make more sense for Tank Stances to have some manner of point or mechanic to them, where to switch back and forth and/or choose one over the other, has a situational benefit to them, or even just have the Tank wear both and stack them for two passive benefits with no loss.

    I am not certain about the former, to make the stances a choice or to encourage that the player switches back and forth between them, but I did at least theory-craft a solid idea, in the form of the latter, for both the Warrior Tank stances and Dark Knight Tank stances, while I have a vague idea for the Paladin Tank stances...
    (2)
    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[...]

  3. #53
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    I think that if you want to improve on the existing enmity system, this is what you should do:
    1) Remove stances altogether. If you want a stance system, make it part of the core job aesthetic, rather than just linking it to enmity.
    2) Incorporate enmity modifiers at baseline into tank most tank actions. This is the default.
    3) Remove any additional enmity generation associated with self-healing/shielding/lifesteal/buff usage on tanks. You shouldn't be able to establish snap aggro on a room by healing or buffing yourself.
    4) Introduce a tank role action in the level 40-50 range that temporarily suppresses your enmity modifiers for 20 seconds or so. You can only provoke off another tank if they have this active, otherwise the effect is negated. With this, Shirk, and Provoke, you have pretty much everything you need. And it stops those dumb fights over enmity that inevitably happen in 24p content.

    You don't want stances anyways. This game implements them very poorly.
    (1)

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