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  1. #1
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    472
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Supersnow845 View Post
    DRK now has 3 Omni mitigations more than any other tank

    What more could you possibly want out of their mit kit
    Healing now increased passively with DRK which is the boring way to make it tankier.

    Dark Mind is 10% extra physical damage which is great but I believe it is not enough for the job to make it more unique.

    Dark Missionary same thing.

    these changes wont save the job for being more homongized it will make it "Work" for at most next expansion.

    DRK now feels like SMN 5.0 and we want changes in the same level as SMN 6.0 with avoiding the mistakes happened in 7.0 summoner
    (0)

  2. #2
    Player
    Keagian's Avatar
    Join Date
    Aug 2013
    Posts
    82
    Character
    Keagian Lowell
    World
    Cactuar
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by BabyYoda View Post
    Healing now increased passively with DRK which is the boring way to make it tankier.

    Dark Mind is 10% extra physical damage which is great but I believe it is not enough for the job to make it more unique.

    Dark Missionary same thing.

    these changes wont save the job for being more homongized it will make it "Work" for at most next expansion.

    DRK now feels like SMN 5.0 and we want changes in the same level as SMN 6.0 with avoiding the mistakes happened in 7.0 summoner
    I agree, reducing damage taken is only a band-aid fix for a gameplay problem. The tanks need to have something that is unique to allowing them to mitigate damage that isn't just reduce damage taken for a set amount. Its a boring way to approach tanking when you can have something like Clive's dodge that is reactive and active mitigation.

    Each tank needs something unique to their tanking that isn't just press buff and does the same thing as the other tanks. They need something that is comparative but unique to the job theme and allows tanks to be more active to their tanking instead of sitting in spot and pressing CD that reduces damage taken by percentage.
    (2)

  3. #3
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,533
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Keagian View Post
    I agree, reducing damage taken is only a band-aid fix for a gameplay problem. The tanks need to have something that is unique to allowing them to mitigate damage that isn't just reduce damage taken for a set amount. Its a boring way to approach tanking when you can have something like Clive's dodge that is reactive and active mitigation..
    You're definitely not getting a dodge, so, how else do you propose damage gets reduced? We already have % mitigation and shields, with Reprisal offering a debuff to the boss.

    As to why we won't have a dodge, evading all damage (and by extension debuffs), is way too strong. It is also worth noting that the game will not support reactive gameplay to the point where you need to press dodge a split second before the attack comes out. Even if we look at just 'reactive' mitigation, we already have that in (most) of the short cooldowns where they have extra mitigation for the first 4 seconds.
    (0)