I will agree, tanks do need to be unique in the mitigation game, however, there is still only so much you can do as, at the end of the day, there is only so many ways to actually reduce damage.Each tank mitigates in largely identical ways. Yeah, paladin doesn't have a huge self barrier like DRK and GNB doesn't have immediate self heals like WAR but other than those, nearly every CD is just a defense bump. It would be an interesting thought experiment to think what would be fitting for each tank were they to all get new defensive kits. DRK could be all about personal barriers and debuffing targets to deal less damage. WAR could lean heavy into the "too angry to die" theme and have a ton of CD's that get more potent the lower your HP is.
Right now its just shields and Raw mitigation, though.
You could have the damage be mitigated by a large amount, but a % of it is dealt to you later as a DoT.
You could shift some of the damage to another player as a healing absorption debuff.
You could have reactive healing on yourself that activates after you take damage from an ability.
I believe there are many creative ways to mitigate damage, and we should want for more than raw mitigation and shields.
But overall, I think all tanks need to be very different from each other, as of right now they are just simple DPS with 4 abilities to take less damage and a lot of HP.
Yes. Absolutely. 100% would take stances back. Especially if it means we get unique job mechanics and playstyles in every tank again. They don't even need to bring enmity management back, just make sure that both stances are used during the fight and matter for your rotation.
Maybe not tank stance but stances in general are direly needed.
I wouldn't be against it but the devs would have to accept that having a DPS stance means that tank's skill ceiling is maximizing its usage.
Don't be slapping "can only be used in defense stance" to shit again.
Its not happening.
Yes, stances need to comeback, but as long as they are all unique and interesting. If they are just "Increases damage by (any%)" forget it, I couldnt care less to turn it on.
Even old stances were more unique than just a flat % damage increase, the offensive stances at least.
No I am fine with the way they are right now. If anything I want Darkside aura to come back and PLD to get the button bloat trimmed up.
By my measure, CBU3 seems to be removing most of the double-edged abilities, and it makes sense why: abilities with an upside and a downside are ripe to cause conflict between players with different mindsets about when/whether they should be used. FF14 goes out of its way to mitigate player conflict, so such elements are a no-brainer for them to get rid of.
Personally, I don't think abilities that just change stats have much potential to be interesting, so I don't see any real loss.
In short: "no fun allowed."By my measure, CBU3 seems to be removing most of the double-edged abilities, and it makes sense why: abilities with an upside and a downside are ripe to cause conflict between players with different mindsets about when/whether they should be used. FF14 goes out of its way to mitigate player conflict, so such elements are a no-brainer for them to get rid of.
Personally, I don't think abilities that just change stats have much potential to be interesting, so I don't see any real loss.
They didn't "just change stats", the closest it ever came to that was Tank stance, which gave 20% more mitigation in exchange for damage.
Dps stances (primarily on Dark Knight and especially Warrior, hell even tank stance for also both DRK and WAR, despite being able to have both active on DRK) actually had some kit interaction and brought forth interesting job mechanics and gameplay (MP management on DRK. A slue of things on WAR). We lost most of what was fun in both mechanics and raw abilities in exchange for literally nothing, not "just stat changes".
Last edited by Zairava; 11-28-2023 at 10:11 AM. Reason: broadened WAR in the last bit
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