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  1. #1
    Player
    Tunda's Avatar
    Join Date
    Jun 2024
    Posts
    791
    Character
    Tunda King
    World
    Ragnarok
    Main Class
    Black Mage Lv 100

    Tank busters + Tank role rework

    Sorry i didnt explain my point clearly for my last post so i am trying to explain briefly

    I have an idea of rework of:
    boss tank buster,
    tank mitigation and role rework
    it goes as follows:

    Rework tank busters:
    Tank buster will have 4 types:
    Slash, smash, pierce, magic
    Currently tanks have 4 main mitigation skills
    Each one will have additional effect and the effect will be one of each type: magic, smash, slash, peirce.

    Let take example we are in raid and the boss will have 4 tanks busters in its life cycle
    If boss perform tank buster it will be one of 4:
    Magic, slash, smash, peirce
    If tank click on currect mitigation it will reward tank damage reduce to 20% instead of full damage and the reward depend on the mitigation type:
    Magic type effect if successful:
    - for Paladin: team will have defence 15% increase for next time they get attack.
    - for Warrior: team will have max hp raised 15% until they get hit.
    - for Gun Breaker: team will get health regen till 15% of their hp
    - for Dark knight: team will get shield of 15% untill they get hit.

    Smash and slash and peirce will have dmg boost to tank ( not just a buff but additional rotation that will be big damage.

    Lets say tank press wrong type of mitigation: it will receive 20% defence instead of 80%

    There should be clear identification of which type tank buster will boss or elite will do so tank can act fast.

    Effects will be randomize each time so no more generic boss fight it will give flavourful to tank role

    Lets go to the next point:
    Tank rework

    Tanks will split to:

    Main Tank: Warrior, Paladin more focus on defence and healing with less focus on dmg i wanna see Paladin with extreme defence and warrior with extreme healing like we see now

    Off-Tank: Gunbreaker, Dark Knight
    will have less effective tank mitigation and will lean more into DPS but with few tank traits which can semi mitigate and be alive but not having Main tank will lose DPS for team + healer will have bad time dealing with 2 off-tank.


    I have similar Ideas for Healers which will improve their role in my opinion and that will be for another discussion
    Please give me your thoughts
    (2)

  2. #2
    Player
    Post's Avatar
    Join Date
    Oct 2015
    Posts
    481
    Character
    Larc Grumbles
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    I think it's an interesting idea in so far as it gives some variety to the way tank busters are currently treated, which feels along the lines of 'let's put in a tank buster so that we may justify tanks having so many defensive actions, also that way the boss can stand still for a long time and give DPS a chance to do their busy openers without being distracted'.

    But, I am having trouble imagining where the system goes from here. Will every boss' set of tankbusters work like this to give tanks more to play? Will that mean the boss spends even less time doing unique actions the group has to contend with? If the bosses all do this, won't that make tankbusters even less about the group helping the one player that can take the hit survive, and more about a Simon Says game that the tank plays alone? (Assuming the tankbuster is even dangerous, which is not often true in the current game of course)

    I like it for variety. I'm all about boss mechanics that are designed by rote to be more varied, I just wouldn't want it to mean that every boss does the same thing because then we're just replacing a stale system with a new system that will become stale.

    I do like the idea of a tank cooldowns that benefits the party if they use it to defend themselves properly, though. I don't think EVERY tank should get it unless it's something necessary like provoke, though, cuz then all the tanks are just samey again; less varied. Maybe some kind of 'parry' for GNB (Or DRK, whose Reprisal used to work sorta like a parry retaliation in a round-about way).
    (1)

  3. #3
    Player
    Tunda's Avatar
    Join Date
    Jun 2024
    Posts
    791
    Character
    Tunda King
    World
    Ragnarok
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Post View Post

    But, I am having trouble imagining where the system goes from here. Will every boss' set of tankbusters work like this to give tanks more to play? Will that mean the boss spends even less time doing unique actions the group has to contend with? If the bosses all do this, won't that make tankbusters even less about the group helping the one player that can take the hit survive, and more about a Simon Says game that the tank plays alone? (Assuming the tankbuster is even dangerous, which is not often true in the current game of course)

    I like it for variety. I'm all about boss mechanics that are designed by rote to be more varied, I just wouldn't want it to mean that every boss does the same thing because then we're just replacing a stale system with a new system that will become stale.

    I do like the idea of a tank cooldowns that benefits the party if they use it to defend themselves properly, though. I don't think EVERY tank should get it unless it's something necessary like provoke, though, cuz then all the tanks are just samey again; less varied. Maybe some kind of 'parry' for GNB (Or DRK, whose Reprisal used to work sorta like a parry retaliation in a round-about way).
    Thank you for your valuable insight I beleave this system can be done differently depends on party size:
    If party is 4 there is no problem for off tank
    But of the party is 8 there will be a problem logically 8 man raid or boss must be harder than dungeon and boss will hit harder.

    Related to your point about parry: I believe server tick will ruin the idea for parry..

    There is already a small identity between tank which is defence for Paladin healing for warrior and parry+ regin for gunbreaker and shield for dark knight..
    We can utilize this identity more into the kit as I suggest in tank buster rework..

    I beleive currently few apple play tank and most of them play like: ok I have to click any 2 button mitigation so I can absorb the damage without knowing what the heck are these ability actually do.. or ok I want to just take these 2 camps in dungeon and click any tank mitigation I have and I will be ok..

    I know this problem exist also in healers.. tanks and healer have less care about there decisions and do what ever in their hotbar and knowing they are doing good but no clue why..

    My purpose of this change is to have a value and impact + decision making and purpose for tanks to do their job..

    I am a tank main before endwalker but no tank is just too easy and decision making is just not there..
    I wish yoshi p can do something for tank because I love dark knight, warrior, Paladin and gunbreaker.. I am just waiting for another rework for this role
    (0)

  4. #4
    Player
    KageTokage's Avatar
    Join Date
    Feb 2017
    Posts
    7,088
    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    I feel like the ARR/HW approach to forcing tank swaps via stacking debuffs that will eventually kill if you try to hold the boss too long without mitigations was more interesting then the more "modern" take of using vuln debuffs that will make you get one-shot by the next auto attack as it offers actual flexibility to when swaps happen.

    Having more busters that put a mechanic on the current tank that needs to be dealt with somehow ala E11S would also be nice.
    (1)

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