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  1. #21
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    1,841
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by bundythenoob View Post
    I do agree that the tanks' sustain kits are pretty bloated, but I would rather see the devs tune encounter damage output so that our sustain is worth keeping around, than removing the sustain entirely and leaving damage instances too low for it to matter
    This would be great but even then theirs pretty massive imbalances with how much more warrior has compared to other tanks, if you make sustaining more important that leaves warrior clearly better then other tanks defensively (I mean it already is with holm gang being 240s).


    I just don't know how much damage we're ideally expecting fights to output if we consider sustain kits like warriors.
    (1)

  2. #22
    Player
    AlliciaCapulet's Avatar
    Join Date
    Apr 2015
    Location
    Limsa Lominsa
    Posts
    126
    Character
    Allicia Capulet
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Rithy255 View Post
    I just don't know how much damage we're ideally expecting fights to output if we consider sustain kits like warriors.
    I'd say finding back the balance they had for normal content back in ARR/HW. Back then, a normal dungeon was taking around 25-30 minutes (instead of 8-10 minutes) and wipe were possible. Tanks were not able to solo a dungeon, healers were needed and the damage output was great enough that even the DPS needed to be healed. Also, when there was ads or other mecanics to do, the DPS had to leave the boss to actually do them.

    Now normal content is just too easy, boring, and tanks can solo them. I know that it's the players that were once complaining that it was too hard, but the difficulty of the normal content doesn't have to be something that an handicaped drunk monkey can achieve...

    Yes, I know, savage and ultimate exists (even if they are cleared without healers often), but honnestly the game lack stress right now, it's like too easy for 95% of the stuff that we can do...

    At least, maybe they can keep the super easy level with the AI if you don't want to queue with people, so you have an easy mode, but when it's with players... the damage output of a fight and HP of monsters should increase too..
    (2)

  3. #23
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,120
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Astrologian Lv 100
    I think some debloating is in order, but less in regards to "total power level" (that has to be done via encounter design, seriously) but more in well, raw bloat.

    For sake of individually feeling powerful, tanks should probably one "rotational" defensive tool (something like a Paladin's frequent self-healing on abilities or Gunbreaker shielding themselves), one short-CD and one long-CD. No more 3 long CDs, instead of one really powerful one. Rampart is what we start with as a role action, each tank gets a trait to upgrade it into something better, and make them diverge more wildly. Short CDs could also be more more distinct, with different CD and effects (TBN already is a bit different from the other 3, but there's more room to play with there).

    This in turn would then allow to tune encounters better: If we can't CD 4+ things in a row easily, and have this variability between stacking CDs vs chaining them, encounter damage can be tuned more precisely.

    If I had a wish-list for re-implementing things, I'd do:

    * Paladin: Support tank. Various ways to help others, which in turn lowers own CDs. Longest CDs by default, shortest or second-shortest in a group. Passively regenerates 10% of all damage taken back over the next 6 seconds. Support baked into the core kit, like spending instant spell + mana on Clemency should be preferred whenever someone else has damage over nuking with it, taking damage for someone else increases own damage output, that kind of stuff.
    * Warrior: Sponge tank. Dealing damage passively stacks shields on self. Damage taken passively decreases the lower health is, in return for lower base damage reduction than other tanks. More HP, but from full health suffers more damage than others. CDs regenerate health and increase max-health further, but only decrease damage by quite little.
    * Gunbreaker: Technical tank. All abilities have 25y range and a second animation if used that way. Various abilities move backwards by 5-10y, allow a single ranged attack, but for one GCD the enemy won't follow yet (this would be basically Continuation v2.0). Cartridges built in melee, expended while at range, granting non-stacking shields. CDs focus on automatic effects.
    * Dark Knight: Drain tank. Direct damage reduced significantly, however most attacks apply stacking DoTs and all DoT damage heals the Dark Knight. Invuln fires automatically, no player input needed or even possible. Shortest CDs otherwise, but skills need to be timed well to be effective compared to the other tanks.

    Anyhow the underlying point would be: less buttons, in return more meaningful differences. Some can be offloaded into passive things which is still good so long as the effects are significant enough to be constantly noticable!
    (0)

  4. #24
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,120
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Arohk View Post
    300 potency is ~6% of the warrior health lul.
    That, if anything, highlights it should be removed. It just litters a tooltip, doing ~nothing, because it has so little effect. If it were strong and noticeable, "heals 50% of everyone's health", then sure - but then make the ability all about that. This "littering" of minor effects is just annoying, and speaks of a lack of a cohesive theme or vision for an individual class.
    (2)

  5. #25
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Carighan View Post
    That, if anything, highlights it should be removed. It just litters a tooltip, doing ~nothing, because it has so little effect. If it were strong and noticeable, "heals 50% of everyone's health", then sure - but then make the ability all about that. This "littering" of minor effects is just annoying, and speaks of a lack of a cohesive theme or vision for an individual class.
    It's also 75% of what the Paladin gets, but I guess that doesn't fit this weird narrative where it's meaningful of Divine Veil but on Shake it Off it's barely anything.
    (1)

  6. #26
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,296
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    WAR could have Bloodwhetting reduced to per cast rather than per target, then throw 10% mit somewhere else in its kit (or new button) and it be a massive buff to the job imo
    (1)

  7. #27
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,354
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    DRK barely has sustain. Please dont listen to OP and nerf DRK sustain.
    (0)

  8. #28
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    1,841
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Derio View Post
    DRK barely has sustain. Please dont listen to OP and nerf DRK sustain.
    It has decent amount of sustain, But I don't think a lot people are advocating to nerf its sustain lol.
    (3)

  9. #29
    Player
    DivineP's Avatar
    Join Date
    Sep 2020
    Posts
    262
    Character
    Divine Power
    World
    Phantom
    Main Class
    Red Mage Lv 100
    I used to main PLD before the goring blade change when I tanked. This was from ARR to EW.

    Then warrior got immortal mode and I thought ' If you can't beat them join them'

    As a healer main, when I want to tank I just use WAR and make healers do nothinggggg. I do dungeons alot and if I get a SCH their poor excog can't even proc before it's proc on the expire.

    I really hope they nerf tanks healing because it's so silly.

    Sidenote: If all ressers die, I do actually kill myself too because I don't think it's fair they sit there for ages while I heal the remaining DPS with glint - but that's my opinion.
    (4)

  10. #30
    Player
    Reginald_Cain's Avatar
    Join Date
    Sep 2020
    Location
    Gridania
    Posts
    133
    Character
    Reginald Cain
    World
    Exodus
    Main Class
    Machinist Lv 100
    The problem is that tanks holding parties hostage should be a reportable offence and it's not. It's the human not the role that is choosing to make everyone else not play the game and i think that if people actually could get penalized via suspension for that then we'd see less of this. maybe just make a vote system that auto resets the fight and kicks the tank. This is a matter of griefing and ruining first time experiences. better yet if the tanks are alive and no ressers are alive make the boss auto wipe the party after a long cast. the cast time is to clutch a low health win like at 1-0.1% hp.
    (0)

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