Posting in the forums never goes well, anyways lets have a chat.
So, theres plenty armchair game designers in the forums. Its safe to say that no one from square or the dev team reads these but I know you all will so this is just for us!
This might not be super popular to say but I think tanks should have a good degree of similarity, I say this because healers need it too, as do dps. When I say similar I mean, when you open your tank abilities you should be able to preform you core duties the same as any other tank. All tanks need a basic combo, all tanks need an AOE combo, all tanks need cooldowns. I think its here that we should understand similarities are necessary so with regards to that lets analyze our tanks from some critical points these in my mind break down into
-lvl15(start of instanced dungeons)
-lvl50
-lvl60
-lvl70
-lvl80(all the previous level caps)
At level 15 as a tank I should 100% have the following things without having to consider role actions; my first 2 combo hits, my stance, my ranged pull, my aoe, an offensive cd and a defensive cd.
With all of these every tank has the same base tools allowing them to do their job and these are just foundational stuff that help cement how to tank.
At lvl 50 as a tank I should now have; access to all my personal defensive cooldowns(in my mind each tank should have about 3 long cooldowns of which one is rampart and 2 are mitigation with class flavor), I should have my super cooldown, finalized basic AOE+single target combo and Ideally the first at minimum of my job guage abilities.
At lvl60, we shoukd have the gap closer and the start of a true indiviual resource usage(this is your gnashing fang combo or holy spirt type stuff)
At lvl70, we should have our party protection and co-tank protection abilities
At 80, we get our resource related cooldowns
I think my only hard line points are the similarity at 15 and 50 since that is the point where your job should feel "complete" but can be built off of, and I do think all the points ive said should be true when 80 is reached currently. Of course I have ideas I would like to see but bringing the tanks in line with one another first is crucial and especially early on some tanks feel like they are lacking in certain areas. Feel free to add to this thread what you want. Ill probably add from time to time some brainstormed stuff but I wanted to see how people interpret this, specifically the forums.
Continue reading...
So, theres plenty armchair game designers in the forums. Its safe to say that no one from square or the dev team reads these but I know you all will so this is just for us!
This might not be super popular to say but I think tanks should have a good degree of similarity, I say this because healers need it too, as do dps. When I say similar I mean, when you open your tank abilities you should be able to preform you core duties the same as any other tank. All tanks need a basic combo, all tanks need an AOE combo, all tanks need cooldowns. I think its here that we should understand similarities are necessary so with regards to that lets analyze our tanks from some critical points these in my mind break down into
-lvl15(start of instanced dungeons)
-lvl50
-lvl60
-lvl70
-lvl80(all the previous level caps)
At level 15 as a tank I should 100% have the following things without having to consider role actions; my first 2 combo hits, my stance, my ranged pull, my aoe, an offensive cd and a defensive cd.
With all of these every tank has the same base tools allowing them to do their job and these are just foundational stuff that help cement how to tank.
At lvl 50 as a tank I should now have; access to all my personal defensive cooldowns(in my mind each tank should have about 3 long cooldowns of which one is rampart and 2 are mitigation with class flavor), I should have my super cooldown, finalized basic AOE+single target combo and Ideally the first at minimum of my job guage abilities.
At lvl60, we shoukd have the gap closer and the start of a true indiviual resource usage(this is your gnashing fang combo or holy spirt type stuff)
At lvl70, we should have our party protection and co-tank protection abilities
At 80, we get our resource related cooldowns
I think my only hard line points are the similarity at 15 and 50 since that is the point where your job should feel "complete" but can be built off of, and I do think all the points ive said should be true when 80 is reached currently. Of course I have ideas I would like to see but bringing the tanks in line with one another first is crucial and especially early on some tanks feel like they are lacking in certain areas. Feel free to add to this thread what you want. Ill probably add from time to time some brainstormed stuff but I wanted to see how people interpret this, specifically the forums.
Continue reading...