As far as i'am concerned, i only wish the first skill used in every tank aoe combo would have a larger radius.
As far as i'am concerned, i only wish the first skill used in every tank aoe combo would have a larger radius.
Still not seeing how with the 6.0 impelemntation the longer cone (goign from the PC) was in anyway not better than the follow up AoE.
You'll still need to reposition regularly to dodge trash pack AoEs. So that's not changing much if anything. Pretty Sure I was moving around as much on GNB just to avoid AoEs as I was with WAR to avoid them, and keep everything in the cone.During a pull, mobs naturally crowd around the tank, forcing you to constantly reposition every time you use your cone attack. Maybe this wasn't all that apparent before when you were forced to reposition every single GCD anyway
I mean it was more than fine back when we just had the Cone for spammable AoE. (well for a given value of Spammable, deleting TP was one of the few welcome changes ShB brought)but if they just made all of WAR's AoEs cones, you'd still be playing it the same stupid janky way.
Agree to disagree. The cone is the sole reason I've refused to play WAR for the past 5 years and can now finally play it.
As if there werent 2-3 other tanks with no cone aoe to play during that time.
Now there's only Tanks without cones, so everyone who prefers those is now Out of tanks to play, just so those that dislike them can have a 30% larger selection of tanks to their taste.
Personally, I'm also a little frustrated by the change. Honestly it's weirder to me that this of all things bothered people about WAR when WAR is otherwise an almost problem free job. Brain off, helmet empty, mobs blenderized. And honestly if the cone bothered you I doubt you'd even notice the other stuff as problematic. The cone made pulling mobs easy as pie. Throw an axe, run past the mobs, Overpower as they converge on your previous position. It felt nicer than the agitation of trying to hit all the mobs with the smaller circle.
I wonder if this means BRD and MCH are next?
I might agree with this if, like I said, mobs didn't naturally reposition themselves around the tank, and there were two tanks who utilised just cone AoEs. Then you could claim it was simply a different paradigm. But it's not, it works counter to the base mechanics of dungeon pulls.
Weird then, that for... what, 9 years now? Warrior has had a cone AOE on overpower, and it's been perfectly fine, hasn't added significantly to the difficulty in a new player picking up the job, yet allows more experienced players to get the most out of the cone AOE and potentially use it in a more effective way than a simple circle AOE. But god forbid the game allows people to utilize their job actions in more skillful ways as they become more experienced, now EVERY tank can play the exact same in dungeon pulls, thank god! Wouldn't want a new player to have to think about how to most effectively use the job they chose for more than a second, that would be scary and offputting to all the stardew valley players that want to play through the game for their ERP glamours and kawaii moments between their catgirl and g'raha tia or whatever.I might agree with this if, like I said, mobs didn't naturally reposition themselves around the tank, and there were two tanks who utilised just cone AoEs. Then you could claim it was simply a different paradigm. But it's not, it works counter to the base mechanics of dungeon pulls.
So I have a question. Do you feel there is any issue with DRK's usage of lines for their aoe's? Since those are arguably vastly more frustrating to properly line up. Do you think Flood and Shadowbringer should become circular? What of BRD and MCH as well? I'm sorry if this seems patronizing but it seems like you don't really mind those so I kinda wanna confirm and if so, ask why?I might agree with this if, like I said, mobs didn't naturally reposition themselves around the tank, and there were two tanks who utilised just cone AoEs. Then you could claim it was simply a different paradigm. But it's not, it works counter to the base mechanics of dungeon pulls.
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