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  1. #1
    Player
    AddictedToWitches's Avatar
    Join Date
    Oct 2018
    Posts
    182
    Character
    Koko Goro
    World
    Excalibur
    Main Class
    Viper Lv 100

    True fault of current tank design: Lack of identity

    Vast homogenization of roles has caused this rift in tank design which has led to where we are today.
    Tanks, should have specialized niches but still be just as good at their primary job, tanking.
    Let's go down the list:

    >DRK
    Traditionally, the final fantasy dark knight is based around consuming health to deal damage, and healing itself usually through lifesteal or sustain abilities. A tank damaging itself is somewhat out of the question but they got this class fantasy right back in HW/SB. DRK pulling large packs with blood price and abyssal drain spam achieved this drain tank class fantasy.
    As of right now? It's in this weird state of being a. . . shield tank? Your primary mit button is TBN, a shield with a low duration, and your other mits are lacking.
    Proposal: DRK should be the sole sustain/drain tank, fitting the traditional dark knight role. You mitigation should revolve around this sustain.

    >WAR
    The traditional final fantasy warrior/marauder archetype has many different names and many different interpretations over the years. In ARR, WAR's primary gimmick was being the tank that does more damage, and it's primary mitigations revolving around just having a large amount of health, with some damage reduction built into your big damage buttons. As tank damage has sort of evened out (for the most part) WAR has instead now become the sustain/drain tank.
    Proposal: Bring back the WAR design of just having a lot of health, increasing health, increasing external healing received, brief mitigations for using damage skills at the right time, perhaps even lean more into the parry/reflection angle. Admittedly WAR is the one I am most on the fence about how it should be changed.

    >PLD
    There's not much to say about PLD right now. The traditional final fantasy knight and PLD are fairly close now. PLD has retained it's identity as being the most traditional form of tank. Most amount of mitigations, mitigations all being various damage reductions, the ability to mitigate for their team, etc. It's in a good spot, but I'd knock it's sustain down a few pegs, and make fight or flight a stack-based buff similar to inner release and delirium

    >GNB
    GNB is basically THE damage tank right now, and it shows with its rotation being nearly as complicated as the average melee DPS. The way it plays right now is mostly fine. I am of the opinion that GNB should become the shield tank though. Base all of it's mitigations around shielding, etc. I would also just make no mercy stack-based like inner release/no mercy.

    TL;DR Tanks have mostly lost their identity because of the waves of homogenization. Reworking them to carve out their niches would be far more beneficial to the game's long-term health.

    TL;DR 2: my justification for fight or flight and no mercy changes are purely based around the fact that you would no longer need to worry about skill speed breakpoints and ping issues.
    (5)

  2. #2
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    472
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80
    First let's discuss what tanks have to manage?
    Dps have to manage their rotation
    Healers have to manage party health

    Tanks have to manage something not just pressing 1 button and now he can have enmity generation
    Or position boss at specific point in the map

    They have to be much more than a dps who has high defense

    Tank should have something to manage like enemy rage or cc or something to make them unique


    Tanks are op but have lack of identity of their purpose.. it is challenging for devs really but idk what they can do with it.
    (0)

  3. #3
    Player
    AddictedToWitches's Avatar
    Join Date
    Oct 2018
    Posts
    182
    Character
    Koko Goro
    World
    Excalibur
    Main Class
    Viper Lv 100
    Quote Originally Posted by BabyYoda View Post
    First let's discuss what tanks have to manage?
    Dps have to manage their rotation
    Healers have to manage party health

    Tanks have to manage something not just pressing 1 button and now he can have enmity generation
    Or position boss at specific point in the map

    They have to be much more than a dps who has high defense

    Tank should have something to manage like enemy rage or cc or something to make them unique


    Tanks are op but have lack of identity of their purpose.. it is challenging for devs really but idk what they can do with it.
    Plenty of fights still have tank swaps and proper tank mechanics and knowing how to manage pulls is still role knowledge
    I think that aspect of tanking is fine. I prefer it being easier to manage enmity now because it used to be that if a DPS didn't pop diversion they would 100% rip aggro
    (0)

  4. #4
    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 AddictedToWitches View Post
    Plenty of fights still have tank swaps and proper tank mechanics and knowing how to manage pulls is still role knowledge
    I think that aspect of tanking is fine. I prefer it being easier to manage enmity now because it used to be that if a DPS didn't pop diversion they would 100% rip aggro
    I agree, enmity now is way better.. but still the things that you have to manage as a tank is less than other roles..

    not only that but mastering 1 tank = 80% of other tanks
    (0)

  5. #5
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,192
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Tunda View Post
    I agree, enmity now is way better.. but still the things that you have to manage as a tank is less than other roles..
    More importantly, all combat skill of a tank player is in dealing damage. Even picking up enemies just comes down to positioning yourself so that your AoE hits all enemies, at which point aggro is automated. This is the exactly same thing a DPS does to maximize their damage output.

    Sadly, there is very little active tanking gameplay right now. It could be improved, and even with how bad TBN is nowadays, Dark Knight at least shows the faintest promise of this gameplay.

    But to further improve it, we'd need a bit more willingness to rip existing mechanics apart:

    * Extra emnity from tank stance reduced massively.
    * Many damage skills lose all or virtually all their damage output.
    * Other damage skills increased in damage to compensate.
    * The skills with reduced damage now deal massive amounts of emnity.

    In other words, you'd have to balance yourself how often you use your emnity generators vs your damage skills. Could even bake this into the job mechanics and make it a unique setup for each job, to further differentiate tanks and heterogenize them! Compare how in WoW's first expansion, Paladin's did a lot of their emnity via Consecration's continuous tick-damage, which was far superior for AoE pickups but inflexible due to its CD+duration, it could not be moved within 10s of being used, but on single targets was roughly the same as other tanks. So for raid bosses it didn't make a big enough difference to matter, but still had strong flavor.

    It'd be weird of course, as it would require a massive retooling of all current tank skills, but like my previous post, I don't see how to heterogenize tanks well without doing such massive reworks. :<
    (1)

  6. #6
    Player
    Erit's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    99
    Character
    Rowan Sternritter
    World
    Cuchulainn
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Carighan View Post
    In other words, you'd have to balance yourself how often you use your emnity generators vs your damage skills. Could even bake this into the job mechanics and make it a unique setup for each job, to further differentiate tanks and heterogenize them!
    This was put to the sword sometime in Stormblood-Shadowbringers—I was on hiatus for that era so don't know exactly when the change happened, only that it did—and Warrior lost their crunchiest GCD in the process. RIP Skull Sunder.
    (0)

  7. #7
    Player
    CKNovel's Avatar
    Join Date
    Aug 2019
    Posts
    1,915
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Tunda View Post
    I agree, enmity now is way better.. but still the things that you have to manage as a tank is less than other roles..
    not only that but mastering 1 tank = 80% of other tanks
    Tanks have to manage a DPS rotation while also managing defensive CDs, party survival and their own survival, sometimes placing the boss, enmity swap for TBs...
    If you're not doing that, you're doing a terrible tank job and just trying to play a tank like a DPS.

    Same can be said for DPS, if you master 1 DPS = 80% of other DPS as they all revolves around the same thing, Always Be Casting and doing their burst within raidbuffs.
    (3)

  8. #8
    Player
    PyurBlue's Avatar
    Join Date
    May 2015
    Posts
    721
    Character
    Saphir Amariyo
    World
    Brynhildr
    Main Class
    Thaumaturge Lv 40
    Quote Originally Posted by Tunda View Post
    I agree, enmity now is way better.. but still the things that you have to manage as a tank is less than other roles..
    Enmity is very one dimensional so I can see why its original form is not missed. I think its flaw was in execution though. When enmity generation boils down to dealing damage and pressing a "fix it" button every so often (like Lucid for MP) it can become forgettable or tiresome. Enmity built around blocking damage might be more interesting. It also provides a more believable reason for enemies to care about tanks compared to the current system where tank damage is just special and catches enemy attention more for some reason. Skills like Low Blow shouldn't have been disabled in higher content, though they also should be less one dimensional like enmity itself. Disabling an enemy for 5 seconds is too strong for general use. Stun could instead make AoE's smaller and castbars slower. The enemy being stunned would be losing massive amounts of potential damage and that's why they'd focus on the tanks. The tanks themselves would also have something to do other than keep up their simple rotations.

    I would have loved to see enmity go down that route instead of being trivialized.
    (0)

  9. #9
    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 PyurBlue View Post
    Enmity is very one dimensional so I can see why its original form is not missed. I think its flaw was in execution though. When enmity generation boils down to dealing damage and pressing a "fix it" button every so often (like Lucid for MP) it can become forgettable or tiresome. Enmity built around blocking damage might be more interesting. It also provides a more believable reason for enemies to care about tanks compared to the current system where tank damage is just special and catches enemy attention more for some reason. Skills like Low Blow shouldn't have been disabled in higher content, though they also should be less one dimensional like enmity itself. Disabling an enemy for 5 seconds is too strong for general use. Stun could instead make AoE's smaller and castbars slower. The enemy being stunned would be losing massive amounts of potential damage and that's why they'd focus on the tanks. The tanks themselves would also have something to do other than keep up their simple rotations.

    I would have loved to see enmity go down that route instead of being trivialized.
    most old mechanic was good on paper but not excution..
    I think this is a common problem in FFXIV job design.. they have great ideas.. but they just give up rather than improving it..

    I currently tanks is just a DPS job who have high defense they do not feel tanks.. no reaction requires other than 2 min mitigation which you can plan out with a timer.. just do all ur rotation like any other dps job.. tanks currently focus in 2 min buff rather than actual tanking
    (0)
    Last edited by Tunda; 09-03-2024 at 05:32 AM.

  10. #10
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    472
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80
    I have suggested tank identity in another post I will share it:

    Note that maybe I could be wrong and that's OK


    1- Paladin
    Positives: highest defense and passive parry rate, high speed(low GCD 2.0) attacks, party healing.
    Negative: less self healing compare to other tanks and less max health than warrior.

    2- warrior:
    Positives: highest max health and Hp regen, slow but heavy attacks (2.5 GCD)
    Negatives: less defense compare to other tanks and no shields (similar to white mage that they have almost no shields)

    3- dark knight:
    Positives: highest shields in the game with high self healing( example: if 50% of shield break heal for the shielded amount), slow but heavy attacks (2.5 GCD).
    Negatives: less defense(similar to warrior), less hp pool (similar to paladin), healing amount have cap with MP consumption, using too many healing skills will reduce overall DPS.

    4- Gunbreaker:
    Positives: highest passive parry rate and ability to have active parry skills(if successful apply self shield) and continuation convert shield to heal similar to samurai third eye, fast based job similar to paladin(2.0 GCD).
    Negatives: defense lower compare to other tanks(similar to warrior), hp pool low(similar to paladin), job is focused more into active parry.
    (0)

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