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  1. #221
    Player
    fafrir's Avatar
    Join Date
    Apr 2022
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    19
    Character
    Rashavenir Vidofsormr
    World
    Sargatanas
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Daeriion_Aeradiir View Post
    It's most likely a similar logic followed on why they changed Overpower - When literally every other tank AOE attack on their basic combo chains was a circle, keeping Overpower a cone was an odd choice, from a design perspective. "But DRK has line aoes!" you might say, but the thing is, as bad play as it is, those aoes are optional to the basic core tank gameplay that is entry level. It's pretty clear Square wants to keep the core functions of each tank job standardized across the board to incentivize swapping/creating a much more welcoming atmosphere / ease of us. One standardized AOE combo, one standardized 1-2-3 combo, rampart, one standardized 30%, one standardized short CD, one "can't die" button, etc. When you jump from one job in the role to the other, every core base feature plays the exact same in function, the only thing you learn is optional higher gameplay kit nuances.
    It does make sense from a design standard that tanking was simplified to make the role easier to use and inviting to others. However, I would argue circle AoEs for tanking does more harm than good even if the Overpower change was for the sake of consistency. Conal AoEs, while can be tricky to aim initially as well as targeting being sliiiiightly finnicky, does have the advantage of a longer range in front of you while can help with positioning mobs away from the party. With a circle, you are losing 3y in front of you with wasted 5y from the back when you position it and the only way to take full advantage with that is to center yourself in the mobs (although it does work fine with fewer mobs but not so much with bigger pulls). If every role had circle AoEs, it's alright to do despite the enemies will be in different directions attacking the party with the bad, but they don't and that can cause grief. This is one of the reasons why I played WAR over the other tanks because I prefer using cones and now I'm forced to use only circles.

    Not to mention DNC, for example, is the only physically ranged DPS without a spammable cone AoE so this change just doesn't make any more sense to me imo.
    (2)
    Last edited by fafrir; 01-14-2023 at 05:33 AM. Reason: added something
    I like Overpower like how I like my ice cream served, as a cone.

  2. #222
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by marelooke View Post
    To me it seems SE is still under the mistaken assumption that "tanxiety" (and its cousin "healxiety", for that matter) is something caused by the (perceived) complexity of the jobs. One would think they'd have figured out by now (MMOs and the "holy trinity" have been around for a while now...) that this is a purely psychological barrier to the role, not to the individual jobs, due to the perceived "additional responsibility" of the role and no amount of changes, barring outright removing the role, will "fix" tanxiety.

    The vast majority of the people that are "tanxious" will still be tanxious if tanking consisted of a single button that said "Unga bunga!", while on the other end of the spectrum there would also be less tanks since they're sucking every little bit of enjoyment out of tanking dungeons with both the direction of dungeon design (those last few dungeons didn't exactly have exciting trash pulls...), and job design (I mean, every tank is the same as far as AoE goes...).

    Then again, we're just guessing, since they never bothered actually explaining why they butchered WAR AoE, which makes things even more frustrating.
    While, I'd agree that those particular changes didn't much affect "tanxiety" (using a conal was just a matter of aiming at the center mob, fcs, since the base of the cone is still plenty wide and need only clip any pixel of the enemies' oversized rings), I don't believe that "tanxiety" is something wholly static / uninfluenceable.

    Heck, just take being a tank in WoW's +10s when the affixes lead to very precise pulls in order to perform careful skips through the shadow realm or by spawning the avatar of Pride. Having that extra matter to keep track of --changing pulling from a pretty basic "skip most things that can be skipped and grab some of the easiest packs extra to make up for it" to rather finnicky and memorization-dependent patterns-- was a huge blow to tank confidence.

    Now, that was kind of a perfect storm. Shit actually hurts there, so the tank takes precedent on deciding how much to pull as not to be instagibbed. There's a timer, so there's little time to discuss things anyways. But the crucial piece is that there became a new responsibility that fell only on the tank. There, tanks legitimately had greatly disproportionate responsibility, and so adding a new, unintuitive and difficult practice straw atop that did break many a camel's back tank's spirit.

    Now, how do you move tanks away from feeling like they have a significant unique responsibility when they don't? I suspect that's by increasing the outwardly visible responsibility of whichever role would otherwise seem to have the least.

    In practice, when running with a Sylphie, that may seem to be the healer, but more often I'd suspect that's the DPS. Given the DPS some cross-role utility (such as by more often interrupting special attacks to mitigate for the tank or save themselves uptime, more ways to rapidly group up enemies or peel summon adds [which would need inclusion] or intercept tracking skillshots for the healer, etc.) for which they'd be responsible to the same degree that tanks and healers are responsible for optimizing their damage.

    Once all roles have something beyond just dealing damage, then it's harder to pretend to oneself that, just by being the first typically into the fray, one has taken on unique and arduous responsibilities worth balking at (instead of merely optimizing as one can).
    (1)

  3. #223
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,340
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Now, how do you move tanks away from feeling like they have a significant unique responsibility when they don't? I suspect that's by increasing the outwardly visible responsibility of whichever role would otherwise seem to have the least.
    You can't, so you don't even try, is the solution imo. Not trying to say this in a callous way, but look at FFXIV history. They have removed 'position the boss correctly' from encounters, removed the stance dance for more DPS thing, baked in the old tankstance 20% damage mitigation as a permanent trait, jacked the aggro generation on tank stance up from 5x to 25x or whatever it is, given tanks way higher HP than other roles, and none of it matters because people will still believe that, since the tank is the one at the front doing the pulling, they're the 'leader', and therefore laden with responsibility somehow. Tank is probably the least punishing of the roles in this game, you can eat AOEs others cannot, you have way more defensives if you see you're in bad, you have way more selfsustain tools to get your HP back up.

    People go 'but what if I mistime a defensive i'm scare'. My brother/sister in Hyadelyn, the fact you're thinking about using a defensive, even mistimed, makes you better than like 85% of the playerbase
    (1)

  4. #224
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    They have removed 'position the boss correctly' from encounters, removed the stance dance for more DPS thing, baked in the old tankstance 20% damage mitigation as a permanent trait, jacked the aggro generation on tank stance up from 5x to 25x or whatever it is, given tanks way higher HP than other roles, and none of it matters because people will still believe that, since the tank is the one at the front doing the pulling, they're the 'leader', and therefore laden with responsibility somehow.
    Okay, but look at what else they removed from, say, DPS:
    • crowd-control,
    • aggro-increasing and decreasing- tools for snap threat to potentially save a tank or peel for a healer,
    • the ability to kite (and nearly all value for doing so),
    • the power of their self-mitigation relative to tanks' passive eHP bonuses or healer HPS,
    • etc.

    And healers, too, have been similarly gutted.

    It wasn't that they reduced proportionate responsibility on tanks. They stripped it from everyone, but while healers still have significant redundancies among other roles (especially tanks), tanks do not. As such, you essentially end up with roles comprising of:
    • Deal Damage,
    • Deal Damage + First-Hit + Pace-setting (Rarely) + Positioning (Rarely) + Some CDs You Don't Just "Hit on CD," and
    • Deal Damage + Compensate for Idiots (Variable) + Some CDs You Might Hold Onto (Rarely).

    Now, there's a huge difference in degree, of course, between the ceilings in that "Deal Damage" task, but it can easily still look like there's more going on as a tank than a DPS in no small part because they removed those additional categories of tasks from everyone, and thereby made the proportionate differences larger.
    (1)

  5. #225
    Player
    Renathras's Avatar
    Join Date
    Dec 2014
    Posts
    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    As a person who generally plays casually:

    I never had any issue with Overpower.

    My issue with WAR's AOE damage combo was more that Mythril Tempest was NOT a cone. While some loved dodging and weaving in and out of the enemy pack to go back and forth between circle and cone, I found that more annoying. I'd rather they have changed Tempest and Decimate into cones. That way, WAR would keep its more unique gameplay.

    Not to mention generating threat is such a joke now, you could hit an enemy with the initial Overpower and even if it DID move outside of the cone of subsequent attacks (pushed outside by large mobs in the center), you wouldn't lose threat for half an hour anyway. And tank self-healing generates agro, too, so it's not like WAR would lose the mobs most of the time anyway.

    And speaking personally, I prefer cones because (range aside) enemies usually kind of fan out in front of me rather than completely encircle me. Part of this is the way I move (from playing tanks years ago in other MMOs where you wanted to keep them in your front cone becasue if you did not, you couldn't parry/block attacks from behind you), but it's also the enemy AI. Just making them all cones would have been the best solution, imo.
    (1)

  6. #226
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Renathras View Post
    ...
    I actually like there being both cones and circles, though I agree regarding Mythril Tempest.

    Change Mythril Tempest into a cone (there's even an NPC animation that could be blended appropriately for that purpose), and then let Steel Cyclone and Decimate uniquely have a slightly larger radius (enough that no typical pack could have small mobs at edge kept out of range by larger mobs nearer the Warrior).

    Warrior is supposed to be the battlefield behemoth job, after all, so they alone would deserve any uniquely large radial AoE.
    (1)

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