Merrith
Golden Baronet of the Realm
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Was the go to joke on mumble Friday, "Look at the army of carbuncles"Not only was the starting city based on class, but that was the first beta test Arcanists were in the game.
Was the go to joke on mumble Friday, "Look at the army of carbuncles"Not only was the starting city based on class, but that was the first beta test Arcanists were in the game.
Quote Originally Posted by Naoki_Yoshida
Regarding the Error 90000 Issue
We apologize for the delay in getting all of you an update on the Error 90000 issue.
We have made adjustments to the database server on the backend and the issue has been addressed.
For those who were unable to participate in the Beta Test due to this issue, we deeply apologize for the inconvenience. We ask for your continued support in Early Access and the official launch of the service.
Regarding the Error 3102 Issue
Again, we would like to apologize for our delay with the update on Error 3201 issue.
The issue has been resolved after the maintenance that was performed during the Beta Test and we have confirmed that the issue has been fully addressed.
We have corrected the character data for all the characters that were affected by this error, and you'll be able to participate in both Early Access and the official service without any problem.
Once again, for those who were affected by this issue, we deeply apologize for the inconvenience and ask for your support in both Early Access and the official launch of the service.
https://twitter.com/FF_XIV_ENAs we've announced previously, there will be no wipe of the Beta phase 4 data. That data will carry over to early access/launch.
It's not as though the only difference is that one class gets 20% more mitigation while the other gets correspondingly higher health. It's not at all like WoW's DK vs. paladin, those two classes had almost identical defensive stats and only differed in minor ways. That's exactly why they were more or less equally viable. I'm a little concerned because I've yet to see a game where tank classes are hugely different yet equally good, or even close to it. Case in point: Everquest, vanilla WoW.Paladin vs Warrior seems the same kind of setup as WoW DK vs Pal to me - Pal gets 20% damage reduction and chance to block, War gets 25% extra hp and the ability to create damage shields as part of their combo. That could easily swing either way depending on player damage relative to hp at 50 with good gear. The other consideration is that block is useless against magic damage and, I think, ranged damage. My guess would be that they are tweaking numbers with the intention of them being equal - whether that is the case remains to be seen.
( FYI 20% reduction is exactly the same as 25% hp for EHP - with 10k hp, the largest hit you can survive as paladin is 12500 ( x0.8 = 10000 ), largest hit you can survive as a warrior is 12500 )
There's obviously a potential mana efficiency difference, but it's also too early to say if that makes any practical difference - i.e. do healers reasonably run OOM over a fight ? Do they spend 80% of their time overhealing to cater for damage spikes ? etc. etc.
What.It's not as though the only difference is that one class gets 20% more mitigation while the other gets correspondingly higher health. It's not at all like WoW's DK vs. paladin, those two classes had almost identical defensive stats and only differed in minor ways. That's exactly why they were more or less equally viable. I'm a little concerned because I've yet to see a game where tank classes are hugely different yet equally good, or even close to it. Case in point: Everquest, vanilla WoW.
One hint is the fact that a warrior would want to use quite a few of the gladiator skills whereas paladin guides don't advocate taking very many marauder skills. Even with the cross-class system, there's going to be a very big difference in tanking properties between the two classes, with paladins having such vastly better tanking cooldowns and mitigation while warriors pretty much just have more health and some self-healing. It does remain to be seen how this plays into the specific fight mechanics of raid bosses, but I just can't imagine a setup where two so wildly different tanks can be equally good. Everything indicates that the warrior is geared to tank adds and has been deliberately made incapable of tanking a hard-hitting boss because the class simply has almost no mitigation.
To use WoW for another example, it'd be like having a fury warrior tank a raid boss in a stance that gives +100% maximum health. He'll have somewhat more health than a real tank, but he'll also take like twice as much damage. There'd be no way to balance that. Either the warrior would get absolutely obliterated in two hits or the boss would have to be tuned to be so easy to tank that it's completely effortless for the paladin. It's not as if a warrior has twice as much health and self-heals for 20% per second or something. It's all speculation at this point, but I just can't see how two so extremely different tanks can be remotely close to balanced unless the content itself is trivial. It has literally never worked in the history of MMORPGs.
Are you high or stupid or both? DKs have had significantly more hp than pallies or warriors for almost the entirety of the classes existence. They rely on things like self healing and shielding, while the other plate tanks rely on damage reduction...shit is that kind of like the FF14 warr/paladin disparity? oh fuck my life it is!WoW tanks have the same hp, more or less the same armor and avoidance, and differ only by a few defining things like a couple of tanking cooldowns or the block mechanic. Guys, WoW is a game that's specifically known for making the classes as similar as possible. To call the FFXIV classes equally similar is a declaration of idiocy. One is designed to tank by having huge health and self-healing, the other by having huge avoidance and mitigation. Judging by MMORPG history, that's too big a difference for both classes to be equal.
The difference has always been considerably less than 20%. We're talking almost the same base mitigation and like 10% more health, with self-heals/shielding compensating for the lack of block. Insulting me doesn't make you more right, especially when you're wrong. Only makes you look like a moron.Are you high or stupid or both? DKs have had significantly more hp than pallies or warriors for almost the entirety of the classes existence. They rely on things like self healing and shielding, while the other plate tanks rely on damage reduction...shit is that kind of like the FF14 warr/paladin disparity? oh fuck my life it is!
It was not even remotely close to the difference between the tank classes in FFXIV. I mean, I'm not making this up, it's a self-evident fact. One class tanks by having a ton of mitigation and even some damage immunity, the other tanks by having a giant health pool and a bunch of self-healing while having nearly no active mitigation. That's in no way identical to the WoW situation where the classes differed by a select few mechanics, to the point where every class could tank any boss in the game.Like not saying you are completely wrong, axeman, but I've actually raid tanked with Warrior/DK/Paladin, and you are flat out wrong. They play substantially different and have different healing needs required comparatively. This isn't even coming close to druids that had boatloads of HP/AC but shit for everything else. Your knowledge of WoW tanking seems second hand at best.
Uh, of course there's almost no difference at level 20. That's one of the game's fundamental featuers: the classes are one big mix until later on. Odds are most of those marauders and galdiators had levels in both classes, and you get your class-defining skills much later.This situation seems almost 100% identical, and given that I've played a healer for both marauder and gladiator tanks in the 20s, I can say it appears it is almost the exact same situation. Glad tanks less damage, has less aggro, needs less defensive cooldowns. Marauders tank more damage, have more aggro, use more defensive cooldowns. Like... it's pretty much exactly the same.
I sincerely hope that there are situations that require both types of tanks. This mitigates the entire situation.My early opinion (and yes I could be wrong) Warriors will be significantly less capable of tanking end game due to needing so much more healing.