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  1. #1
    Player
    VeyaAkemi's Avatar
    Join Date
    Nov 2022
    Posts
    798
    Character
    Veya Akemi
    World
    Marilith
    Main Class
    Viper Lv 100
    Quote Originally Posted by Granyala View Post
    Though I do not understand: what is your issue with tanks?
    I don't have any particular issue so much as I am trying to poke at a specific issue that people have been having with OC since the release, in that Tanks are just incredibly durable and can survive with 10, 11, maybe even up to 16 vul stacks if they are good at managing their mitigations, it's something I personally don't think it's as much of an issue as people make it out to be, Tanks need to be durable and a huge part of their perceived immortality in OC is the fact that only one Tank per CE needs to be an actual Tank and all others are glorified (bad) DPS, and admittedly that added safety of Tanks is something a lot of players are leaning into in OC even as we speak, and even if I disagree with the point, I understand where the feeling of anxiety, of feeling like Tanks are god's favored child and have every privilege under the sun, around the issue comes from, so I'd enjoy to address them even if I find the concerns around the issue overblown.

    So a feature that discouraged players from leaning on that safety could be really beneficial to discourage that behavior, it would have little impact in gameplay, the Tank would still a Tank and players who want that safety would still have it, but there would be something of a penalty, or more accurately the absence of a bonus which I find extremely important as a distinction, you wouldn't be penalizing someone for playing that way, you just wouldn't be giving them that extra pat on the back for it, and even if someone did feel penalized... well, they visibly played like shit, so if they want to no longer be, they are going to be pushed to at least try to improve, and by creating a bonus that Tanks can't achieve by simply being Tanks, it also attempts to alleviate people's anxiety around the point.
    (3)

  2. #2
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,843
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by VeyaAkemi View Post
    snip
    One big problem with tanks in OC specifically is tank mastery which bundles in a hidden potency nerf to tank damage calculations but specifically doesn’t apply to phantom actions, and then phantom actions have such deceptively high potency that it ends up basically removing tanks only real downside which is their damage (for example I have all +1 gear on PLD, blade of valour is listed as 1000 potency. A critical direct hit with it does 95k damage give or take. A 1000 potency hit on a DPS critical direct hit would do about 130-140k. Then comet, a skill listed as having 500 potency with my +1 gear does about 240k damage)

    Then there is the fact that that there isn’t a single phantom job that provides both sustain and damage to yourself. Chemist and freelancer provide sustain but no damage options and geo provides damage and sustain but it’s basically impossible to get meaningful damage out of bell yourself as a non tank because the raidwide damage has to be scaled specifically to DPS not playing GEO.

    So the tanks only downside is removed. The other jobs have to trade any damage increases to get sustain and the downsides of strong jobs like oracle and beserker feel like they were balanced around tank sustain
    (1)
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  3. #3
    Player
    VeyaAkemi's Avatar
    Join Date
    Nov 2022
    Posts
    798
    Character
    Veya Akemi
    World
    Marilith
    Main Class
    Viper Lv 100
    Quote Originally Posted by Supersnow845 View Post
    Then there is the fact that that there isn’t a single phantom job that provides both sustain and damage to yourself.
    Oracle, Oracle is right there, just use Judgement every time and you will still be dishing out a ton of damage while healing yourself, and tempting as it may be, you don't have to click Starfall, I have been able to keep my party alive without any Healers as a VPR Oracle between Phantom Rejuvenation and Judgement.

    Quote Originally Posted by Supersnow845 View Post
    the downsides of strong jobs like oracle and beserker feel like they were balanced around tank sustain
    Oracle, to me, feels like is balanced around Phantom Rejuvenation, you are supposed to time the two so they line up, notably you should have ~120k HP in OC as a DPS, and Phantom Rejuv heals just over that, guaranteeing you will always be at full after using Starfall and Rejuvenation, it's just a fact that you can negate a downside of "lose HP" with "gain HP", but I am not seeing you argue that Oracle is balanced around Excog.

    Berserker is absolutely balanced around WAR specifically though, that much I agree, but that's because they are (thematically) the same Job, the question here is more if Berserker should be an offensive-leaning Phantom Job, but WAR, in terms of vibes and aesthetics, always felt like it should've been a DPS to me.
    (1)

  4. #4
    Player
    Granyala's Avatar
    Join Date
    Sep 2014
    Posts
    1,635
    Character
    Ifalna Sha'yoko
    World
    Cerberus
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Supersnow845 View Post
    Yes but you act like that window will close tomorrow. The next piece of content we are getting is in late August and that’s just a story patch
    OC will die down the moment hardcores have what they want. It's always the hardcores that drive such content.
    In 2-3 months, I expect the maps to be relatively empty, though not necessarily empty to the point of being broken.

    It's always like this with content in MMOs. Either go with the flow or find yourself left with far fewer people to do it or even left behind.

    That being said: stretching out the relic over 2-3 month should allow casuals to comfortably get it. SE didn't design these quests to be finished in a week to the point of burn-out. That's just us no-lifing it because we're either on a roll or impatient. :'D

    Quote Originally Posted by Asari5 View Post
    the sigil mechanic from that demon. yeah wiped there too... the only wipe i experienced in this content.

    most people were in the tower.... but we in fact didnt wipe because of the lack of players but because the people were too stupid to spread themselves out. only 4 people per sigil needed!
    This has very little do do with "stupid", in a group where there is no coordination and a limited time to do the mechanic. In order to do it with e.g.: 8 people you would need to assign 2 groups with a marked leader at the start, define a common starting point and then e.g.: Group 1 clockwise, group 2 counterclockwise.

    Since people rarely even talk, how do you expect such coordination to work?

    Quote Originally Posted by VeyaAkemi View Post
    I find the concerns around the issue overblown.
    Thanks for your thoughts.
    Yeah I think these issues are also overblown, after all we are talking the most casual form of content here. It's not as if CE's go berserk (not looking at you Berserker) because the groups damage is too low.

    But 16 stacks? Damn, and here I felt sporty as a healer with 1-3 at max. (yeah after a few hours concentration wavers and you do get hit now and then) :'D
    (1)