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  1. #1
    Player
    DragonHearthX's Avatar
    Join Date
    Jan 2020
    Posts
    23
    Character
    Knottda Tank
    World
    Midgardsormr
    Main Class
    Dancer Lv 90

    Random thoughts for some changes.

    I know that the community wants to have a way to see of an attack is magical or physical when it comes to tank mitigation. Here is a compromise, what if some, if not all, tank mitigation have 5% of the opposite element? Or 50% of the power? (If the mitigation is 30% the opposite would be 15%) and if an attack is both physical and magical it would only take the higher number. (This only applies to each cooldown not multiple)

    That way you would always mitigate some of the damage.

    Can we have hypercharge get the blood weapon treatment? This would solve some of the ping issues. And have it still tied to weapon skills so we can still weave. Maybe 6 charges. (To reference a standard revolver. That's the only reason)

    And just for the memes, black mage gets a special raise. Similar the old living dead, the black mage can res someone but if they don't get healed the player dies again. and it's on a 10 minute cooldown.
    (0)

  2. #2
    Player
    Lustre's Avatar
    Join Date
    Feb 2022
    Posts
    486
    Character
    Tatsuya Sarugaku
    World
    Moogle
    Main Class
    Paladin Lv 90
    I'd be in favour of blue cast bar for magic and red for physical but it seems over time they're reducing all of the RPG elements anyway so as a tank that would only be useful if you were playing something like Drk who specifically has magic mitigation
    (0)