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  1. #1
    Player
    GoatOfWar's Avatar
    Join Date
    Jul 2022
    Posts
    976
    Character
    Pepper Oni
    World
    Twintania
    Main Class
    Samurai Lv 100
    Quote Originally Posted by JuicyHeals View Post
    Not particularly, I suppose i should add I just feel more engaged with DPS, as compared to tanking. I guess all the roles are in this era of feeling very samey as of now, but compared to past expansions tanking as a whole in my opinion just feels kind of bland.

    I'm kind of hoping Dawntrail steers away from this current design.
    I hope they'll better define strengths and weaknesses across the role in the next expansion, but i have very little to no hopes of this actually happening with how hard they went on homogenisation and powercreep this expansion.
    The way things are now, i have zero interest in playing tank going forward.
    (0)
    Last edited by GoatOfWar; 03-21-2024 at 10:51 AM.

  2. #2
    Player
    Loggos's Avatar
    Join Date
    Nov 2011
    Posts
    1,010
    Character
    Kaeya Alberich
    World
    Twintania
    Main Class
    Pictomancer Lv 100
    This is a small thing but I wish that pointing the boss in certain directions, e.g., away from the party, would still matter except for the rare glaukopis-style beam.

    In ARR and iirc HW bosses would do considerably more attacks that cover an area in front of them without being telegraphed (or at least without being telegraphed for a really long, and obvious time like said glaukopis-esque beams). Shiva's cone aoe and some ARR/HW dungeon bosses like the minotaur in the fractal continuum or the magitec machines in Midgardsormr's dungeon come to mind. They'd also happen more frequently within a fight as opposed to now (at least in dungeons).
    I do remember that we had some beams that had to be tanked away from the group in the Eden raids (Leviathan and the break-your-brain paper bird boss) but those bosses can't be positioned and I'd say those attacks are still relatively infrequent.

    In ARR I made it a habit to turn the boss around in roulettes every time in case I had forgotten some of the bosses' rather frequent frontal aoe attacks. In EW there is often little need to turn them around, and if they are they can often easily be resolved in the moment or by just keeping the boss in the middle.

    I'd not just like them to bring the importance of boss positioning back, I'd like them to increase the number of position-dependant aoes and perhaps pair them with other mechanics like ground aoes that appear in places in a way that forces the tank to move the boss without the directional aoe hitting other party members etc.
    Or you could bring back some more gimmicky (dungeon) fights where you have to purposefully have certain boss attacks hit certain players (but not others) for certain buff/debuff removal mechanics or to hit objects to trigger enviromental effects.
    Just give me anything that makes me feel I am actually tanking, i.e., "directing" the boss' attention.
    (0)

  3. #3
    Player
    rawker's Avatar
    Join Date
    Dec 2014
    Posts
    1,197
    Character
    Rawker Stone
    World
    Excalibur
    Main Class
    Paladin Lv 90
    Comparing PLD now from before, I'm pretty much satisfied with it. Only gripe i have with it is Requiescat is melee.
    (0)

  4. #4
    Player
    dwodmots's Avatar
    Join Date
    Feb 2022
    Posts
    94
    Character
    Crithril Orthorien
    World
    Odin
    Main Class
    Paladin Lv 100
    For PLD I'd like
    1)Take Shelltron/Cover/Intervention off the meter, give them a 25s shared CD with two charges
    It's super annoying if you die during prog, get raised in time for the next tank buster but now your CDs don't work. Other tanks just lose some DPS but for PLD it's joever.

    2)Remove the MP cost from Clemency and make it cost 30 meter instead
    The meter has to do something, right?

    3)Let Holy Shelltron heal per blocked attack instead of over time
    This gives PLD parity with WAR when it comes to trash pulls.

    4) Reduce Hallowed Ground CD to 240s
    It's just so much worse than any other tank jobs invuln right now.
    (0)

  5. #5
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,912
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by dwodmots View Post
    For PLD I'd like
    1)Take Shelltron/Cover/Intervention off the meter, give them a 25s shared CD with two charges
    It's super annoying if you die during prog, get raised in time for the next tank buster but now your CDs don't work. Other tanks just lose some DPS but for PLD it's joever.

    2)Remove the MP cost from Clemency and make it cost 30 meter instead
    The meter has to do something, right?

    3)Let Holy Shelltron heal per blocked attack instead of over time
    This gives PLD parity with WAR when it comes to trash pulls.

    4) Reduce Hallowed Ground CD to 240s
    It's just so much worse than any other tank jobs invuln right now.
    I feel like a broken record on here but again why does any other tank need to get bloodwhetting

    Bloodwhetting, divine veil, free clemency, intervention and the natural heal on the magical combo, at that point you are straight up a better healer than the healer, that is a completely ridiculous amount of healing
    (0)

  6. #6
    Player
    dwodmots's Avatar
    Join Date
    Feb 2022
    Posts
    94
    Character
    Crithril Orthorien
    World
    Odin
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Supersnow845 View Post
    I feel like a broken record on here but again why does any other tank need to get bloodwhetting

    Bloodwhetting, divine veil, free clemency, intervention and the natural heal on the magical combo, at that point you are straight up a better healer than the healer, that is a completely ridiculous amount of healing
    Because going 3dps1tank is fun, duh.
    (0)

  7. #7
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,912
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by dwodmots View Post
    Because going 3dps1tank is fun, duh.
    Well at least you are honest
    (1)

  8. #8
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,117
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by dwodmots View Post
    3)Let Holy Shelltron heal per blocked attack instead of over time
    This gives PLD parity with WAR when it comes to trash pulls.
    That's a great idea, good luck getting any healing out of Shelltron after that change though.

    Quote Originally Posted by dwodmots View Post
    4) Reduce Hallowed Ground CD to 240s
    It's just so much worse than any other tank jobs invuln right now.
    Ah yes, the one true invuln with no drawbacks on a 4-minute cooldown, perfectly balanced...lmao.
    (1)

  9. #9
    Player
    rawker's Avatar
    Join Date
    Dec 2014
    Posts
    1,197
    Character
    Rawker Stone
    World
    Excalibur
    Main Class
    Paladin Lv 90
    Quote Originally Posted by dwodmots View Post
    For PLD I'd like
    1)Take Shelltron/Cover/Intervention off the meter, give them a 25s shared CD with two charges
    It's super annoying if you die during prog, get raised in time for the next tank buster but now your CDs don't work. Other tanks just lose some DPS but for PLD it's joever.
    Isn't it the point of dying? You shouldn't.

    Quote Originally Posted by dwodmots View Post
    2)Remove the MP cost from Clemency and make it cost 30 meter instead
    The meter has to do something, right?
    I find it hard to fathom that you want Sheltron removed as gauge spender due to dying depleting gauge yet here we are, moving Clemency to it.

    Quote Originally Posted by dwodmots View Post
    3)Let Holy Shelltron heal per blocked attack instead of over time
    This gives PLD parity with WAR when it comes to trash pulls.
    Per block.. so you mean, I have to use Bulwark or Passage just to get healed by it?

    Quote Originally Posted by dwodmots View Post
    4) Reduce Hallowed Ground CD to 240s
    It's just so much worse than any other tank jobs invuln right now.
    With so much healing output from PLD, second only to WAR, do we still need to shorten its cooldown?
    (0)

  10. #10
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    2,059
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by dwodmots View Post
    For PLD I'd like
    1)Take Shelltron/Cover/Intervention off the meter, give them a 25s shared CD with two charges
    It's super annoying if you die during prog, get raised in time for the next tank buster but now your CDs don't work. Other tanks just lose some DPS but for PLD it's joever.

    2)Remove the MP cost from Clemency and make it cost 30 meter instead
    The meter has to do something, right?

    3)Let Holy Shelltron heal per blocked attack instead of over time
    This gives PLD parity with WAR when it comes to trash pulls.

    4) Reduce Hallowed Ground CD to 240s
    It's just so much worse than any other tank jobs invuln right now.
    I actually like the first suggestion, but not fot the same reasoning, I just think Oath gauge currently is very tacky and based off auto attacks, Personally I'd want Sheltron/Intervention to be 2 Charges 25s, as that removes the Jank, but more Importantly opportunity of adding Attacks and better stuff to the gauge, Atonement for example could be a low cost attack (costing 25 gauge?) while maybe adding a Ogcd attack that could cost higher but is a gain ect. That and actually giving tanks like PLD more combo paths would be interesting (who are generally slower)

    Clemency Imo, should cost MP but should be OGCD, Spamming it would ruin your damage output during magic burst, but properly using it wouldn't effect that, I'd want to say a good Idea would be around 1-2 uses per minute before it becomes a massive strain on your MP, which can be balanced out with MP costs/gains changing around, I'd also like them to Remove Self Healing from attacks as a trade off for this, This would also make PLD have some self/target healing early which i think is a good thing as PLD lacks any proper self healing until 82. I think if you gave a Early weak version of Clemency around 35 and a early version of holy spirit around 30, you could introduce this Concept Pretty early to Pld, Other tanks by then will have self healing on combos by then, which PLD lacks.

    I don't want Holy sheltron to become a "heal per block" I'd sort of like it if it became part barrier part mitigation (similar to pvp without dps being tied to it), Warriors AOE healing isn't good for the game nor is it healthy for healers in particular to have a tank that can 100% ignore them, instead it should be about tanks/healers working together to keep you up.

    Hallowed ground should stay the longest Invul, I want PLD to have strong upsides mind you but the long Cooldown of Invul should be a actual Downside to PLD.
    (0)
    Last edited by Rithy255; 03-22-2024 at 09:09 PM.

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