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  1. #16
    Player
    Voryn's Avatar
    Join Date
    Aug 2023
    Posts
    164
    Character
    Voryn Thelas
    World
    Midgardsormr
    Main Class
    Gunbreaker Lv 100
    A bunch of these ideas don’t work or have new problems.

    First of all, what is accessibility to you, and how is overall difficulty judged? In normal difficulty content, how hard it is to play your job perfectly does not even matter. And your tier list goes up, each tier increases all of the metrics (punishment for mistakes, execution requirements, and complexity of the game plan) but this does not need to be the case. It also currently is not how the game works - DRK presses more inputs in its burst window than GNB so is arguably harder than in that regard, but GNB is more strict and more punishing for mistakes, as it has requirements that need to be met for using the cooldowns that also cost resources.

    You say that all the 1 2 3 between bursts for tanks is a problem (and I agree) but your PLD, DRK, and GNB ideas don’t address this at all. The GNB idea actually makes it worse - it makes it so stepping away from the boss does not affect the rotation.

    Your WAR idea of getting mitigation by attacking needs more detail to explain how it works. Can WAR mit tankbusters during downtime (eg. DSR Strength of the Ward)? How will the existence of burst windows and party buffs affect how WAR players will use these attacks?

    As mentioned by Mikey, your proposed DRK will just die outright to tankbusters. IIRC the tankbusters in M1S do over 300k base damage, and tanks had around 200k max health on week 1.

    I don’t mean to be rude but it seems clear that you don’t have much experience with many of the jobs, at least in their current states. You put the current BRD, VPR, PLD, and SAM all in the same tier of difficulty? Focusing on specific ones and getting into more detail with them would be a better way of expressing your ideas.
    (2)
    Last edited by Voryn; 03-22-2025 at 05:48 AM. Reason: Typo