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  1. #111
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    175
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Summoner Lv 70
    We don't need more customization in our classes as much as we simply need more dynamics added to them and quality of life overall. And what I mean by that is to strip some of the rigidity in the current rotations away to make them more flexible. Some good examples of this are the slow, long combos of Dragoon needing more breakpoints, the positionals and stances of Monk needing more flexibility and the sheer lack of interaction between the disparate parts of their kit needing to be addressed, the Heat generation and Wildfire/Overheat mechanics alongside all the unnecessary feeling buttons in Machinist's kit gating it from the majority of players simply because of how much of a clunky mess it is, and the aetherflow lockouts on Summoner that forced it to be a phase based class instead of building on the rotation players adopted in Heavensward that inherently had more flexibility. These need to be altered (or in the case of Summoner, removed) to be more accommodating, but still matter.

    BLM and SAM are probably the most balanced in this regard. BLM has more than enough cooldowns to help with their turret gameplay, and really only needs one tweak to make Thundercloud more appealing to use during their Astral Fire period, while SAM could see the positionals on their weaponskills removed in exchange for generating more Kenki if a weaponskill got a direct hit or something similar and not suffer whatsoever for it.

    The tanks and healers also need to evolve, but that requires SE's raid design to evolve with it. They need to take more risks again, and reflect how players actually play their game and the meta perception that creates, not how their isolated testing goes.
    (0)
    I believe the Aetherflow Lockouts on SMN should be removed. Made a poll for it here: http://www.strawpoll.me/14041065

    I'm specifically referring to the inability to stack Aethertrail, DWT, and Aetherflow simultaneously, which was how it worked in HW.
    Please vote, that's all I ask. I hope to simply generate discussion around the issue and give people an idea of this forum's opinions with this sig.

  2. #112
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    4,281
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Bard Lv 70
    Quote Originally Posted by Lumadurin View Post
    I genuinely think this is the way to go. Because frankly we're at about the limit for the number of things one can be expected to manage. Even WoW stops forcing new skills upon you after level 90 or so.
    Maybe Paladin could opt into stronger heals. Easing the load on the healers and freeing them to do more damage.
    Maybe MCH could opt into stat-boosting darts that it could fire at teammates.
    Maybe Samurai could opt into having to land frontal-positionals (high risk due to cleaves, but also high reward).

    The key word here is opt. Modify/enhance existing abilities rather than just add more meat to rotations.
    Further Devil's Advocate:

    1. Are we truly at the limit for the number of things one can be expected to manage, or just nearing excessive button counts? There's a large difference between the amount of things we need actually track, calculate, or make decisions upon and the number of keys required to perform or maintain a mostly thought-free action or state, respectively.

    2. WoW has received severe criticism for introducing few new skills over the last 3 expansions and for having fewer actions available to each spec than it had 5 expansions ago. The feedback towards the 90-120 leveling experience is much like that of the 1-30 gameplay experience here, trading just a bit of the "not enough here" for "nothing new" and the "when will it get going?" for "wait... that's it?"

    3. Ultimately, any variation is simply going to be treated as another job. Either it will be strong, complimentary enough with/to the strongest to be meta-appropriate, or it will be inferior.

    Historically, very few players participate meaningfully in choice-making; far more feel that their choices are made for them, and that the majority of choices are non-choices in the context of any particular encounter or meta, largely because though the setting adjusts -- changing what is optimal with each adjustment -- the bank of options doesn't change with it. Choices are more often felt in-play in the context of the salient, oft-disused components of a job (e.g. NIN's front-positional burst-over-indirect-damage Sneak Attack, use or neglect of Fracture), than via menus. Choices generated through style of play and one's understanding of the situation's needs, rather than out-of-game menu selections, also allow for a greater sense of progression in a given class, spec, or job, so long as the sometimes disused skills are part of optimal play, but are difficult to make a net gain until well understood in the context of the fight, its timings, and one's composition.

    4. We already opt for our jobs. We don't have to play new ones. But when on the wrong end of patch balance, swapping doesn't feel especially optional. Because swapping is considered more convenient and accessible than on, say, WoW, being of the "wrong" job is proportionately more frowned upon. When another option requires only a menu selection to recover from, then, it seems safe to say there will be even less understanding afforded players, given the same performance gap as playing an "inferior" job.

    Quote Originally Posted by Seraphor View Post
    It is a good idea, but how could it be implemented for each class?

    BLM: maybe being able to spec between Thunder, Ice and Fire, being able to increase the potencies of only one within each tier. (You actually could be an 'ice mage', your rotation probably wouldn't really change, except more of your damage would come from your blizzard spells than a 'fire mage')
    In the same vein, what's there to prevent Fire from being the go-to choice for every <Fire> sort of fight, Ice for <Ice> fights, and Thunder for <Thunder> styles of fights? Or, what if they are actually close enough that the optimal would dip between the choices based on the execution of the particular attempt/run of the fight, but you're unable to adapt with it because the choice is assigned to an out-of-gameplay menu instead of, say, Enochian?

    <That's as much Devil's Advocate as I can do for now, given that I actually love customization and am just still trying to figure out its potential issues for myself.>
    (0)

  3. #113
    Player
    Ramesses's Avatar
    Join Date
    Aug 2011
    Location
    Sharlayan
    Posts
    700
    Character
    Ramesses Atreides
    World
    Excalibur
    Main Class
    Ninja Lv 70
    Personally, I have quite a few regarding various aspects of gameplay. First up, Lorewise:

    For the empire to fully exhibit a visual show of imperial might… something powerfully scenic like a vast number of their armadas and ships in the skies; then showing them performing something truly devastating that makes the WoL and the Eorzian Alliance shocked to their very core.

    To be honest, we have not yet seen the full might of the Garlean Empire and there are quite a few of us who have been mentioning it for a while on the lore forums. Largest imperial force we have had to face was at Carteneau and that was just one consolidated legion. And the only time I have raised my eyebrows in surprise at a hint of their might was when the Gration appeared in Heavensward.
    (1)

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