The "Tank" : a bright invention back in the day I have grown to hate!

Post by Ace1234 on 2023-01-26 06:29:59

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Post by Azherae on 2023-01-26 06:32:18

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Grati.

I'm clarifying moreso for NiKr who has not had these experiences.

And I guess while I'm at it, though I figure NiKr knows this already, the main concerns and context provided by OP in their ... well... OP, can be deconstructed as 'not applying to FFXI' which was the point I was making.

I'm just concerned that this thread has gotten here without being able to have proper discussion, and I fear that pointing out the facts behind the deconstruction of said 'context' in the OP will lead nowhere.

Post by JamesSunderland on 2023-01-26 06:34:22

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Post by Ludullu on 2023-01-26 07:33:03

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What does this entail though? Is there some separation of stats? Gear? Abilities? Cause any of those would be a "compromise" to make both pve and pvp feel better.
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Good pve would push people with CCs and attacks. And even better pve would concentrate those things on the proper targets. So increasing someone's CC res would require proper balancing in pve, otherwise it'll ruin some part of pve content.

Post by Noaani on 2023-01-26 07:35:43

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Post by Ludullu on 2023-01-26 07:40:14

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Can you give an example of where that happened? Cause I can't quite see how just an additional line of "this switches your player enemy's targeting to you" would need to be changed somehow if threat values or mob effects of an aggro ability change.

Post by Noaani on 2023-01-26 07:44:42

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Post by Ludullu on 2023-01-26 07:46:46

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Got it. Yeah, that kind of stuff would have to be properly balanced across both sides separately.

Post by JamesSunderland on 2023-01-26 07:46:53

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Post by Ludullu on 2023-01-26 07:48:53

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But that is a compromise though. Instead of coming up with a design that's good enough for both, devs decided to literally make 2 different games (ability design-wise).

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Post by Songcaller on 2023-01-26 13:56:40

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Post by Ludullu on 2023-01-26 20:27:54

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I mean, the same can be spun around to say that pvp has the priority.

There will be arenas and even a node whose mayor is decided with pvp. That's pvp priority.

BHs, caravans, open world pvp, open world bosses. All outweigh the pve that you can do, because people can always interrupt you. Pvp priority.

World bosses will have the best loot and they can also be contested. Pvp winner gets the pve loot. Pvp priority.

Open seas.

Guild and node wars and enemy of the state features promote fighting all over the place and w/o any penalties (hell, they'll even be connected to rewards). Pvp priority.

Node and castle sieges will be the hugest, as well as peak, pvp content. And Intrepid is trying their best to make them as big as possible. Pvp priotity.

Gear has no separation in type so neither side has the priority.

TL;DR it's all a matter of perspective and can be presented any which way.