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  1. #1
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    From experience, the moment that you make a defensive action cost dps to use, it stops being used outside of progression. I think at that point you're better off just removing it altogether.

    I agree with Snow's point about tank healing being too passive, but I do think there are other approaches. A really easy way of doing this is having a healing effect scale on the amount of damage taken recently, or based off of how low your HP is (i.e. a Minus Strike type effect). This way, you have negligible healing under normal circumstances, unless you've specifically timed the move against a big damage strike. And I think that timing should always be central to tank defensives, and giving tanks lots of reactive healing solutions to compensate for a lack of anticipation doesn't really fit the role.

    Another approach is to have defensive cooldowns have offensive value. In Heavensward, Raw Intuition and Vengeance both generated Wrath stacks, so you wanted to use them under Berserk in order to land more Fell Cleaves. It discourages players from sitting on stockpiles of defensive actions to otherwise be pressed on demand, and encourages you to swap in a way that takes advantage of your increased tankiness during burst. It probably fits more with a Warrior aesthetic, in line with damage resistance during D&D barbarian rages.
    (1)

  2. #2
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,069
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Lyth View Post
    I agree with Snow's point about tank healing being too passive, but I do think there are other approaches. A really easy way of doing this is having a healing effect scale on the amount of damage taken recently, or based off of how low your HP is (i.e. a Minus Strike type effect). This way, you have negligible healing under normal circumstances, unless you've specifically timed the move against a big damage strike. And I think that timing should always be central to tank defensives, and giving tanks lots of reactive healing solutions to compensate for a lack of anticipation doesn't really fit the role.
    This should've already been a thing tbh.
    They emphasized correct "timing" with these new abilities, making the enhanced mitigation only last for 4 seconds. Why they didn't apply the same to the idea to the secondary effects is anyone's guess.
    And I don't mean just make the healing last only 4 seconds, but having to time it for incoming damage to gain the benefit instead of it just being completely free.
    (0)
    Last edited by Absurdity; 05-08-2024 at 08:58 AM.