Are there any plans to change how damage to players is calculated?
Currently we only have two "effective" tank classes, only one of which was designed for it from the beginning.
This makes forming parties very irritating, since without a Paladin or Ninja present, a party usually won't earn EXP at a very good rate.
So why can't other jobs take up the role more effectively? Warrior and Blue Mage can both do so, but not quite as effectively as the aforementioned jobs. Are there any plans to change how armor and defensive abilities work? As it stands, even against the strongest enemies, a Paladin who employs the turtle strategy won't see a big change in the damage they take due to defense's diminishing returns.
Will you make defense, armor, and evasion abilities more profound/effective? Will you be doing for parry and guard what you did for shields?
What about classes like WAR, SAM, DRG, and DRK who can all wear heavy armor? Shouldn't they be able to take hits a lot better since they can all wear plate instead of cloth?
You've said before that you intend to make Paladin the premier tanking class of the game. Does this mean you'll make it powerful enough to stand on it's own without much support from a White or Red Mage? How about changing Defense Bonus to a damage reduction trait?
In a nut shell, it seems like most of the dedicated damage dealers should be able to take hits a lot better than they currently do, with Paladin being a veritable brick wall in the face of the enemy. What are your thoughts or plans in regards to this and the "tank shortage" ?
Currently we only have two "effective" tank classes, only one of which was designed for it from the beginning.
This makes forming parties very irritating, since without a Paladin or Ninja present, a party usually won't earn EXP at a very good rate.
So why can't other jobs take up the role more effectively? Warrior and Blue Mage can both do so, but not quite as effectively as the aforementioned jobs. Are there any plans to change how armor and defensive abilities work? As it stands, even against the strongest enemies, a Paladin who employs the turtle strategy won't see a big change in the damage they take due to defense's diminishing returns.
Will you make defense, armor, and evasion abilities more profound/effective? Will you be doing for parry and guard what you did for shields?
What about classes like WAR, SAM, DRG, and DRK who can all wear heavy armor? Shouldn't they be able to take hits a lot better since they can all wear plate instead of cloth?
You've said before that you intend to make Paladin the premier tanking class of the game. Does this mean you'll make it powerful enough to stand on it's own without much support from a White or Red Mage? How about changing Defense Bonus to a damage reduction trait?
In a nut shell, it seems like most of the dedicated damage dealers should be able to take hits a lot better than they currently do, with Paladin being a veritable brick wall in the face of the enemy. What are your thoughts or plans in regards to this and the "tank shortage" ?
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