Page 32 of 37 FirstFirst ... 22 30 31 32 33 34 ... LastLast
Results 311 to 320 of 362
  1. #311
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,012
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by RokkuEkkusu View Post
    ^^

    I concur with most of your list. However, other than boss positioning, gap closers, and the usual long-ranged pull options, would mobility be a concern for tanks compared to melee dps?
    I believe mobility was a concern for GNB when they're repositioning bosses a while back because Continuation was too short and they couldn't weave and pull the boss easily for people? I think that was the only case where tank mobility was an issue.
    (1)

  2. #312
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Tanks play in melee range, so mobility will always be of concern to them. They could probably stand to have their movement tools be renovated, though. ARR-era Shoulder Tackle design on tank gap closers no longer makes sense when we have the likes of Thunderclap and Ingress/Egress on melee jobs. If more versatile movement tools become the norm across all jobs, then there's the potential for much more dynamic fight designs with lots of movement. I'd suggest draw-in effects as another design possibility, but the last time we had those they broke mechanics by letting you interrupt mob actions that you shouldn't be able to.

    The other thing that should be brought back to the role is proc-based counter attacks, like Shield Swipe and the original Reprisal action. They don't always have to be available, but it would be nice if you could land a big counter off of a scripted fight event, like on tankbusters or specific raidwides. Perhaps even tie in a 'stagger' effect to them. Outside of that they really just need to balance the tank role internally, especially when it comes to defensives and self-sustain.

    The Continuation issue on GNB has to do with movement jank on mobs that's been present since ARR. Mobs stop moving to perform autos or use actions, so you have to anticipate this while repositioning or lose uptime. The requirements just become more precise when you're in a higher APM portion of your rotation.
    (1)

  3. #313
    Player
    kaynide's Avatar
    Join Date
    May 2014
    Posts
    2,881
    Character
    Kris Goldenshield
    World
    Tonberry
    Main Class
    Gladiator Lv 100
    I get the game is moving in a direction that is counter to this..but here goes:

    Similar to ARR/HW, I wish tanks had a higher damage rotation that generated zero enmity, and a low damage but high enmity rotation.

    The point being you only need to hold enough enmity to keep the mobs on you. So, grab and lock down em it’s, then damage it up.

    We already have colored enmity icons to gauge when other party members are getting close to pulling hate. All you had to do was throw a few enmity rotas ‘til they’re back in yellow/green.
    (1)

  4. #314
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,533
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by kaynide View Post
    Similar to ARR/HW, I wish tanks had a higher damage rotation that generated zero enmity, and a low damage but high enmity rotation.
    Start fight, enmity combo, swap for rest of fight. That is, in a very simple nutshell, how it worked in SB. It wasn't some intricate dance you done, it wasn't rewarding and I, infact, would describe it more as a punishment rather than a reward. You aren't rewarded with more damage, you are punished with less. The following topic is the most recent one that has happened on the tank forums and goes into way more detail about the issues with the design:

    https://forum.square-enix.com/ffxiv/...e-want-it-back

    Suffice it to say, as it was, it was not a good design.
    (2)

  5. #315
    Player
    MisterNublet's Avatar
    Join Date
    Oct 2020
    Location
    Gridania
    Posts
    434
    Character
    Autechre Voidmoon
    World
    Midgardsormr
    Main Class
    Sage Lv 90
    Two biggest issues plaguing job design currently. Two-minute meta and only 4 people in the job design team. Fix both and a lot of issues players have with the current game will improve.
    (8)

  6. #316
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,496
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Renathras View Post
    Raikai: Well, DNC is, of the Ranged, the one right now least in need of any aid. I do agree it would be an interesting bit of flavor utility. But then, Monk in FFTactics had a (somewhat hit or miss) raise, the Revive ability. But despite it being thematic, it isn't in FFXIV. I'm not saying it's a bad idea, it just seems that DNC is the Ranged least in need of it. (BEFORE they (re)added MCH's Disassemble, I would have thought it getting a AED/Defibrilate or something would have made sense, but it seems to be doing a lot better now.)
    The idea of a dance partner rez that also comes with no rez sickness seems interesting to me actually because of the selfish aspect of it rather than "Oh look how I'm helping the raises". Usually when your dance partner dies, it can be optimal to find someone else to CP until that person fully recovers from the sickness, however with this, there's once in a fight (due to the cooldown) 'chance' to overlap it, which seems to be quite a specific situation when it comes to DNCs.
    (1)

  7. #317
    Player
    Amh_Wilzuun's Avatar
    Join Date
    Feb 2021
    Location
    Ul'Dah
    Posts
    303
    Character
    Amh Wilzuun
    World
    Famfrit
    Main Class
    Monk Lv 100
    EW Monks is accidentally a really well designed job imo with it's engaging burst windows. I hope it maintains this W into DT
    (0)

  8. #318
    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 Amh_Wilzuun View Post
    EW Monks is accidentally a really well designed job imo with it's engaging burst windows. I hope it maintains this W into DT
    I wouldn't get my hopes up, TK MNK in 4.3 was 'accidentally a really well designed rotation with engaging burst windows' and it got nuked
    (1)

  9. #319
    Player Ivtrix's Avatar
    Join Date
    Feb 2020
    Posts
    959
    Character
    Ivtrix Impreria
    World
    Goblin
    Main Class
    Red Mage Lv 90
    Happy to have added to the “ew SMN is a dumpster fire” in the results
    (2)

  10. #320
    Player
    KitingGenbu's Avatar
    Join Date
    Dec 2015
    Posts
    740
    Character
    Alex Carver
    World
    Balmung
    Main Class
    Dragoon Lv 60
    I know they wont do this, but would be nice for them to change DRK's fighting stance.
    (0)

Page 32 of 37 FirstFirst ... 22 30 31 32 33 34 ... LastLast