

yeah the work around right now for that is to do what other tanks do and use the ranged attack to have the pack close in, and then use the base AOE attack to hit the remainder.The problem is now that it is a circle aoe, it's even harder to hit everything with one aoe while pulling and can end up missing multiple mobs, especially in the first few pulls in the new dungeon because of the smaller aoe range.
And for your last statement, I had no issue with moving around to hit everything with overpower and mythril tempest, especially when there are aoes going out forcing me to move anyway.


Easy fix: Make all tank circle aoe radius 7-8 yalms. Problem fixed.



I too voiced my displeasure at the Overpower change because it was boring and unnecessary, but let's not act like it really matters. Old Overpower had some advantages, but so does new Overpower.
The real issues with WAR are DPS (along with PLD) and critical/direct hit rate raid buff anti-synergy. Nascent Glint not catching the WAR's 4th GCD is also poor design, but it's a minor issue.
I'm not one to care too much about job complexity or difficulty, but given that WAR's difficulty was eased even further in 6.1, it could probably stand to gain another ability/mechanic to juggle in the future.

Only advantage I really see is that people that cannot be bothered to actually learn alt jobs now no longer have to, though that's a depressing design direction if there ever was one.
Oh, I'd argue most changes done to WAR since ShB have been unnecessary simplifications at best, or negative at worst. The one change I could get behind was removing the gap closer as a resource spender, though I'd rather have had it just be entirely utility and not part of dps rotation at all, but that's neither here nor there.The real issues with WAR are DPS (along with PLD) and critical/direct hit rate raid buff anti-synergy. Nascent Glint not catching the WAR's 4th GCD is also poor design, but it's a minor issue.
I'm not one to care too much about job complexity or difficulty, but given that WAR's difficulty was eased even further in 6.1, it could probably stand to gain another ability/mechanic to juggle in the future.


The design of the game has become totally about meeting the necessary defense requirements and then go all in on damage, which is probably why they didn't make the gap closer pure utility because the game doesn't have the button real-estate to have strictly non-dps related situational actions. Defense feels low on dps and da bit high on tanks, and they got too much healing power on heals from healers as a result of it.Only advantage I really see is that people that cannot be bothered to actually learn alt jobs now no longer have to, though that's a depressing design direction if there ever was one.
Oh, I'd argue most changes done to WAR since ShB have been unnecessary simplifications at best, or negative at worst. The one change I could get behind was removing the gap closer as a resource spender, though I'd rather have had it just be entirely utility and not part of dps rotation at all, but that's neither here nor there.



I am not even WAR main, but WAR has always had the no.1 aesthetic among tank jobs in my eyes.
...Though I have never played it too much.
I recently made brand spanking new alt to train myself, aiming to become average-alright-ok on the job.
I was looking forward to Overpower the cone, and now they took it away... QQ



/E-hugI am not even WAR main, but WAR has always had the no.1 aesthetic among tank jobs in my eyes.
...Though I have never played it too much.
I recently made brand spanking new alt to train myself, aiming to become average-alright-ok on the job.
I was looking forward to Overpower the cone, and now they took it away... QQ![]()

Same reason why I'm here too!Overpower - This change is what has prompted me to create a forum account. While technically a QoL change, generally QoL make the job feel and/or play better. This does neither. Circular overpower feels unwieldy in dungeons and the animation does not accurately indicate where the aoe will fall. Please revert this abomination. I absolutely loathe the new version, it has completely killed my enjoyment of tanking dungeons.
After settling down with the new Overpower change in a few dungeons, I still stand by liking the cone AoE back. Despite getting used to the circle (kind of), there are so many situations where I would have loved the cone AoE instead because of the frontal range and as mentioned, it aligns with the animation. I honestly felt my dungeon runs have been slowed down because of this change and my excitement in tanking has too decreased.
Last edited by fafrir; 05-05-2022 at 07:30 AM.
Yep same here, made this account basically as soon as the patch notes came out. After the time that has passed I still can't believe they just took it away with no reason given, and not a single good reason has come out as to why it happened.



I do not regularly play warrior, but I made fresh alt some time ago with express idea of learning marauder/warrior from ground up. I was looking forward to Overpower (cone!) :'(
I feel like cone/circle is apples/oranges situation. I had been told that cone is not hard at all to use compared to circle, at most it would ask some getting used to + the range of it used to be furher reaching. ...Or so I was told.
My usual tanking pick is PLD.
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