
Originally Posted by
Rithy255
1. PLD while having the highest support/utility doesn't make it that far ahead, sorry but cover isn't even apart of the equation it's a niche skill that will maybe get a use once in a blue moon, Passage of arms while nice is still very much only useful in situations where party members are actively behind you (in high end not a lot due to how mechs work) Intervention Does not get extra mitigation it gets equal to holy sheltron mitigation IF you have rampart/guardian it's kind of a odd point to make, like yeah PLD can mit for a extra 10% instead of 20% but gnb can just mit 30% and provide a excog without rampart/Nebula, 2 charges of holy sheltron/intervention (which is holy sheltron for a friend) gauge is a actual benefit to the job other then when passage is good its good.
2. Depends how its designed DRK could obviously put skills onto the MT and punish players, so your point about them being OT doesn't seem correct, which is weak reasoning to be against the premise
3. Mudras for gunbreaker would make it unironically unique compared to how any tank plays, though I don't think they suggested that, I think by jobs being the same DPS-wise its fine if a Tank has a somewhat similar system to a DPS, like I would find it very fun if there was a RNG based rotation similar to how DNC feels on a tank, what makes jobs stale and boring is that they have very samey rotations in the same category.
4. To be fair im not 100% sure on what changes for what warrior they've suggested would look like but I think most things to me seem exciting then current warrior, though I'd at least have to see it first and how it work before I have a strong opinion on it, either way I appreciate the idea of a unique direction to take warrior.
Games framework is a buzzword, PLD having more or better support/utility options doesn't break the games frame work, nor does "mudras for GNB" The games framework should also change sometimes, while we haven't seen big changes in a long time so its likely realistic to expect nothing changing anytime soon but at the same time lets not pretend anything they said was out of this world, your acting like they're asking for TP and cleric stance back lol.
1. Your comments about Cover and Passage just show that adding more 'support' doesn't matter, so why would you want to design a tank around having more of it? As for Intervention/Holy Sheltron, it was specifically talking about using both in quick succession. Yes, Heart of Corundum is powerful, however, you cannot use it on yourself and someone else in quick succession, which is why I only bought up Dark Knight and compared it to Oblation, so you didn't address what I said at all.
2. Have reprisals as MT, ok, what about when they are OT, well, add an action that still allows the use, even when OT. You are literally adding in a button to solve an issue. That proves the initial implementation had flaws, and you wanted to fix them, so why not just improve the initial implementation rather than adding a band aid fix.
3. This wasn't meant to be a comment for or against it, it was more a bit of tongue in cheek about how many players will call things the same (despite them not being the same) then cry out homogenisation, SE have no creativity etc. Which I hoped my caveat that I didn't necessarily agree with what I said should have given that impression.
4. From what I can gather, 1 combo, a few extra buttons between 5-15 seconds and that is it (ignoring the other things that all tanks get like defensives and utility etc.). There wouldn't be any beast gauge to manage, no damage buff, not even Inner Release, just, every button is damage. Which is ironic considering one complaint people have is everything is damage and what was suggested looks like, everything is damage. I haven't read further than this post at the time of writing this, but more info would be needed to potentially clarify in more detail what was meant.