As someone who has seen things go south because of someone dipping below a safe HP threshold right after clicking Cleric Stance, thus praying for nothing to go wrong until the cooldown expires so you can drop it and heal, I beg to differ.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
Making it easier doesn't mean simple to the point of no optimisation.
I believe what they meant is the core of the gameplay will be more simple. Most DPS rotation will be simplified probably by having a less strict rotation or a few simplified mechanics.
For instance, the addition of the Ninja Armor Crush skill which increase the duration of Fuuton by 30sec greatly simplified the gameplay by removing the burden of perfect mudra every20 which couldn't always be achieved.
Other things such as increasing the BLM Astral buff duration by 2 secondes also helped a lot without rendering the JOB as simple as it used to be.
My guess is, they deepened the gameplay of some job rendering them more interesting and technical. However, for some of them, (like BLM for instance) the rotation is a bit too restrictive and not only does it requires a great deal of practice just to not mess it up but the sheer number of skill used to do the simple make it more complexe for no real reason.
I think with the rework of the battle systme they'll go for a less static and more reactive gameplay.
A good example would be world of warcraft DPS rotation, easy to understand, hard to master. For instance, the firemage reliance on double crit is simple, you don't need to play hours and hours to figure out the rotation as it involves only 4 main skills (+ a bunch of randoms spell/talent) and there is load of room for mistake. However, perfect use of fireblast and pheonix skill (wihtout considering overall skill in game mechanic) makes a huge difference in DPS output. Same for the mana management of the arcane spec.
Easy to understand, hard to master. Right now, some job have very punitive dps rotation and little room for mistake. (i repick the BLM), missing a split second from umbral fire cancels your FireIV, pushing one more spell and delaying the transition to UI and IceIV can make you loose Enochian. All of these have a very severe impact on your DPS. the rotation isn't easy to operate under non optimal condition (movement, mobs etc) and any mistake will be severly punished. Thus making the difference between a perfectly operated rotation and a non perfectly operated rotation(but still not failed to the point of loosing Enochian) rather small. In short, either you do it great or you totally fail it.
I believe they want to get away from that kind of gameplay.
Also, a less mechanical rotation means the player can focus more on the actual fight instead on all their cooldown procs and buff duration
I wouldn't be too concerned about it, I think they did a great job in HW by deepening the overall gameplay and experience. Some job got more loves than other (Ninja's Duality and Dream within a Dream will, imo, be revamped as they are extremly dull skills)
whar if cleric stance acted like a reverse divine seal? or just a healers dps cd that only gave a window to dps/dot before falling off? whilst making healer damage spellls based off mind, obviously
Last edited by ADVSS; 10-25-2016 at 06:34 PM.
The thing is though, unlike yourself it seems, people do make mistakes. I'm sure it's great that over the last two or three years you've never had someone die while being in the stance dealing the upmost damage.
Though that is an unlikely scenario for a majority of the players. Last night I was trying to finish off getting a drop from Alexander, the AST decided to start DD'ing Faust right off the bat and died. Now in that scenario, multiple actions didn't happen that could have prevented such a death, yet it happened. This may refer back to your statement "unless you're terrible..." which comes back to, yes some people have terrible moments or habits. That's a staple that cannot be changed, with the exception of yourself that seems to have been blessed with skilled players much like yourself. Which is wonderful! No sarcasm, if you've had an easy time where others (including myself, being on the terrible list) have struggled then that's amazing.
There has been a few discussions on Cleric going away, though if it were to go away do you think the bad that will come from that will outweigh the positive? If you do not see a bad side to it, then I guess that answers my question right there.
Still, a lot of others have said that they can go through a run with Cleric on. That is true, so to those people hitting that button is just pointless. Yet, remember..we get nothing without giving something up. Are you willing to have reduced potency? higher MP consumption resulting in less casts? Shorter DOT duration? Mind you all of these do go wit lowering the over all damage, when I say potency I mean the direct spells damage, not overall. If we were to get the stance gone and scale to mind. What would you be willing to receive on the negative side of things?
Me personally, I do not mind if it stays or goes. If it goes I wouldn't mind potency reduced while MND is scaled off of it. On the other hand...
I believe you're correct, that is the way to go. It may make some spells / abilities have a lot of text, but when you run your job you learn to know these things. It could easily make it so you have two skills in one depending on your stance, which could give some flavor to the stance dancing.
Last edited by Leigaon; 10-26-2016 at 01:29 AM.
I have a better idea, let's give all job 6-8 DoT, 4-6 buff to keep up with different duration, 6 different combo, some of which based on proc, all combo skill require specific position around the boss, 14 out of GCD skill and 6 CD to use a precise moment ranging from 20sec CD to 3min.
This should make a fun and interactive gameplay.
Probly challenging too.
Player
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