While I may not agree, I do understand that point of view. What I'm asking for isn't quite what FF14 is right now and would take more effort to make than trimming vestiges of game design that SE has moved away from. I think it's worth the cost and I want to encourage SE to steer the game in that direction. At the same time I accept that focusing on what we have now and making less involved changes is an alternative despite not being my preference.
This is why just keeping the skills around isn't my end goal. I want them to also be integrated into the game. SE could adjust stun, they could revisit dungeon and enemy design, they have options to make these skills usable and fun and I would prefer having those options pursued instead of further culling underused ideas.Like sure we can pretend theirs situations where you'd want to save a stun where you have to use a interrupt? but like when where? I've never used Interject and said "I'm sure glad I didn't have to use up low blow there" it just makes no sense, what are we optimising here? two skills that barely get used, most effort I've ever put into either is rembering my interrupt even exists when i see the cast bar look funny and go "hey oh wow" in amazement, or im stunning a mob with low blow for extra mitigation if i dont have a white mage in my duty.
On the flip side, removing skills doesn't mean that we will get anything interesting in return. I'm not convinced of the path that SE has been taking in recent expansions and I don't think it's skill bloat or niche abilities that are harming jobs. It's the entire direction of the job design that is at fault. I want it to change.
Exactly. The skills don't amount to much in a vacuum. They need mechanics to interact with. I want those mechanics to become development priorities. I want SE to focus on making the game interesting by looking at underused ideas and improving them.We are not optimising anything here currently, If they suddenly decide to make stuns and interrupts both super integral to tanking in 99% then perhaps I could maybe see your point.
It's subjective I suppose, but while I never use Cure I when Cure II is available, let alone Afflatus, I do actually use Low Blow and Interject.I feel like Cure 1 Is a more defendable skill then keeping both separate abilities, which is wild because cure 1 needs to go lol.
It isn't and I was responding to similar sentiments that I've seen in other discussions about merging ST and AoE rotations together. There was nothing in my post saying this so the confusion is my fault.Making everything AOE, isn't what I suggested;
Are you suggesting that HC becomes something like a cone to give the tank the ability to avoid hitting something despite it being AoE? I guess that could work but I see it as clunkier than having a dedicated ST button. If you only want to hit one thing then having a big sweeping hitbox isn't useful. If I'm not understanding let me know. I'm not sure if I took the correct meaning from this part of the post.Though frankly Cleave exists currently I don't think it's a bad thing actually making Holy Circle a Cleave and saving space would reward you for not just pressing holy circle (as it would be a upgraded version of holy spirit) off cooldown, which makes the PLD rotation even more fun and optimise in 2 target situations. Also fighting against requiring is pretty easy considering its one tank on boss the other on boss both have stance, cleave does less damage, woah the bosses target two different tanks... amazing.
Multiboss fights can be as simple as one to one tank to boss, but they don't have to be. Tethers, puddles, buffs, and other things can have the two bosses moving around quite a lot and depending on where they are in relation to one another the player may want to use different skills. This is one of the few instances where rotations aren't static in this game and that's one reason why I like them.
It's because the sentiment is not about defending purposeless skills. It's about preventing potentially interesting mechanics from getting shelved just because they're underused. Or put in another way "X skill was useful in this content, wouldn't it be interesting if this other content took some of the elements that made it useful?".This sort of sentiment holds back the game, It's the "what about shield bash guys? it was useful in a deep dungeon!" then make it a duty action I don't care whatever, Job design shouldn't be denied skills and stagnating for years because "x skill was useful in this content" I just can't understand this sort of argument and why it's so popular here, Because as much as I've spoken against ff14's bad job design choices before I don't think we should geuinely just defend skills that serve zero purpose, theirs a reason why they removed flash it sucked, so does shield bash.
You're completely right in thinking that holding on to things for the sake of having them won't improve the game. Most people would agree.
Let me just ask then, do you think there is any merit to adding depth or complexity to other content that would make CC useful?In summary, no theirs nothing that would change about PLD if you merged these skills at all in any feasible content other then pilgrims Traverse apparently...?
As things currently stand:So tanks defensives now generate aggro instead of offensive? which dehomogenizes them how?
DPS deal damage through DPSing
Tanks gain aggro through DPSing
It's not very different. FF14 tanks are DPS with lower numbers. If tanks had to worry about something other than DPS uptime it would differentiate the tank role from the other roles. Healers, on paper, have to react to damage which differentiates them from tanks and DPS.
I envision that defensive actions would generate the bulk of aggro for all tanks, but specifics could vary from tank to tank. The most import aspect of defensive aggro is to make tanks as a role feel different from DPS. Secondly it meshes better with logic/lore, which is a flavor thing.are some going to generate it through that while others don't? or what's the big picture here, I don't see this even changing tanks as you use defensive abilities all the time anyway if your a half decent tank, your swapping one required job (doing damage as tank or any ffxiv job) for the other (mitting as a support). I just don't see how your suggestions/counterpoints sounds like it would actually dehomogenizes tanks.
Also by defensive actions I don't necessary mean Rampart and the like. Low Blow and Passage of Arms are better examples. Actions where the tank impedes an ememy's ability to harm the party. Making this work properly will require more than adding aggro generation to these skills. Tanks would probably need more CC, especially during openers. Though a halfway approach could also be taken where attack aggro remains but is reduced while CC/defense aggro is added to make up the difference.
The difference in gameplay would be that as a tank you would have to watch the enemy's actions and try to negate them. There is no class in the game that has the ability to move or reshape AoE attacks from bosses. Such an ability would fit in with my idea of defensive aggro.
I don't see those things as opposing ideas. They'd be great additions to a revamped aggro system that focuses more on tanks being tanks. The 2 minute meta is something I wouldn't miss. Even skill consolidation isn't something I outright oppose, though we do have different ideas of what is useless/boring. The skills that would be at the top of my cutlist are use on CD abilities. You don't think about them, you just press them every X seconds. They have virtually zero impact on the game outside of speeding up the somewhat slow 2.5 second GCD rythm.Personally I'd want tanks to have differences in how they mitigate (such as war having big hp bar but lacking as much mits, PLD having great support and utility, Gnb being a jack of all trades, DRK augmenting defensives that changes what it does switch dark mind into a physical skill, make oblation grant small life steal, make shadow wall weaker but a shorter CD ect.) Give them better different damage buttons, burst windows remove 2 minute meta so tanks aren't forced to be builder spender I do think two things realistically need to happen though is that 1. Please remove the majority if not all of these generic press once every 2 minutes "buff the party" buttons 2. Trim down on skills that are frankly useless, merge when possible Cleave exists and is fine (not everything needs to be AOE)



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