Yeah..and as much as people try to deny it, there's just a bit too much simplicity in XIV. I wouldn't equate SCHs using ruin and ignoring the faes as being an XI fag, because my SCH did so much CC, healing and Nuking interchangeably that I can't fathom the simple minded gamer Yoshi targeted for XIV to even begin to comprehend it.
Also, it's more along the lines that DRK has 90% of the time been about sacrifices to boost your offense - "tanking" was always the Paladin/Knight side of things.
Most 11 players are like most 14 players are like most WoW players.
Fucking retarded.
rocl, i luv you, dont ever change
Obsidian, wherever you are, you're welcome. I spoke of the trinity of tanking yesterday, about either mitigating damage, recovering from damage, or outright surviving damage through health or a resource. I also said this: "Maybe you'll have your pure life stealing tank if Drk becomes a tank".
Looks like you'll be getting that recovery-based Tank you swore SE ran away from with the War adjustments. Have a wonderful weekend, sir.
I'm interested how they plan to go about making DRK a tank without stepping too hard on Warrior.
Considering that Ninja has pulled from the Thief bag of tricks to be a job, could we see Dark Knight being this games Rune Fencer? Enspells, sacrificing HP in burst for debuffs, lifesteal, dropping patches of corrupted ground etc. Also for any stalwarts who try to make DRK a DPS will be in for a rude awakening considering how strict this game is with roles.
Cool seeing them make a DPS into a tank though, that should get some people to get into the tanking role. Chemist would definitely get me to roll healing *wink wink, nudge nudge* MAKE IT HAPPEN.
So DRK, teaser for a gun class, two new beast tribes, Bismarck and Ravana, single person airships and other flying mounts.
Should be plenty more to reveal come JP FanFest. I remember reading Yoshida saying 3.0 is as big as ARR when it launched.
Seamless zone for the entirety of Ishgard plus floating islands with flying mount got me so hyped! Those concept arts for the floating areas look amazing.
Camman, both games are pretty basic. Effectually, 14 is harder than 11 because it's team-centric. 11 is is the weaker game because it's more player and gear-centric. You can throw a mass of induvidual players at most bosses and win, even with massive wipe sessions. 14, while it's team jump rope, requires a concerted effort on DPS, avoiding one shot and tank/heal roles.
I'm not sure I'm happy about flying personal mounts you can use everywhere (in the new zones).
That's supposing there are not heavy limitations of course.
I'm watching at the WoW experience since they added flying mounts in 2.0 to "remove" them in 6.0.
I was super excited back then, but now I can see the "issues" that free flying mounts brought to the game, and it's something that you can't completely step back from once introduced.
Hope SE won't make the same mistakes and make personal mounts limited to very specific parts so that it won't "break" the rest of the game the same way it happened to WoW.
How did flying mounts break WoW?
Flying mounts made the world incredibly smaller in every way possible. While some argue it's nice to be able to fly directly to the single quest mob you need, there's something to be said for having to stealth/fight your way into a camp to retrieve something specific rather than just landing on top of it.
It also 100% killed world PVP because people could just... fly away.
baww.
imo flying mounts made the world that much more detailed, you could see vantage points you wouldn't be able to get to before. There was also a pretty clear distinction of where you could and could not go with your level and the monsters of that area.
I expect lots of beast men fortifications to shoot up to knock us out of the sky and kill us.