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  1. #31
    Player
    Ramura_Sono's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    124
    Character
    R'amura Sono
    World
    Adamantoise
    Main Class
    Miner Lv 80
    Quote Originally Posted by SpeckledBurd View Post
    It's kinda odd that they didn't make this change when they extended all other combos to 15 seconds, and its even odder that they didn't extend them when they fixed Forms on Monk.
    I mean, it's obvious that the 15 second combo timers were made to the game at it's base, and were superceded by the timers of these buff limited gcds. As far as not fixing 'goons timers when they fixed Monks- I'd assume it's due in large part to the contempt the playerbase has for ShB Monk and the apparent lack of care put into it by the Devs. It would have taken someone- anyone - 5 seconds to hit a monk gcd, look at the form timer, and notice it was still 10 seconds. It got pushed as another example of "the devs don't play this job AT ALL!". A job with the lowest player satisfaction, with a playerbase that feel like their Job and feedback are continually ignored will of course be very verbal of even the slightest issues.

    'Goon meanwhile, has been treated very well by the Devs in regards to job design and player feedback both, that it's combo timers not being extended doesn't seem like nearly as big of a deal hence why it's players are far less verbal about it.

    Neither Job should have needed to be fixed after the initial patch that extended GCD combo timers, and 'goon definitely shouldn't still be sitting here with it's timers at 10 seconds.
    (0)

  2. #32
    Player
    Renkei's Avatar
    Join Date
    Sep 2013
    Posts
    205
    Character
    Renkei Fukai
    World
    Midgardsormr
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by Ramura_Sono View Post
    I mean, it's obvious that the 15 second combo timers were made to the game at it's base, and were superceded by the timers of these buff limited gcds. As far as not fixing 'goons timers when they fixed Monks- I'd assume it's due in large part to the contempt the playerbase has for ShB Monk and the apparent lack of care put into it by the Devs. It would have taken someone- anyone - 5 seconds to hit a monk gcd, look at the form timer, and notice it was still 10 seconds. It got pushed as another example of "the devs don't play this job AT ALL!". A job with the lowest player satisfaction, with a playerbase that feel like their Job and feedback are continually ignored will of course be very verbal of even the slightest issues.

    'Goon meanwhile, has been treated very well by the Devs in regards to job design and player feedback both, that it's combo timers not being extended doesn't seem like nearly as big of a deal hence why it's players are far less verbal about it.

    Neither Job should have needed to be fixed after the initial patch that extended GCD combo timers, and 'goon definitely shouldn't still be sitting here with it's timers at 10 seconds.
    I agree with this, that's another thing that has always really bothered me about DRG in its current state, there is plenty of fights where you lose their bonus because of the transition not to mention that this current patch is really rough on melee all together.

    I feel like like cutting down on DRG's flavor was a bad idea, i know they don't want to cause button bloat but damn i feel like the jobs just keep getting watered down and is next expansion going to to change in a way that is going to make me hate DRG? It took me awhile just to get used to the removal of impulse drive, and the rotation being shifted one GCD forward is still something mega strange.

    Twice as many people play DRG but not that many people tend to complain about its problems and for having such high numbers of players playing it, it meets averages somewhere in-between all other classes which is completely insane.

    I just wish i could share gear with another class :[
    (0)

  3. #33
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Renkei View Post
    It is a tiny fix, but yes Warrior MCHs, and DRG's Auto Critical just Converts the next attack into what ever your critical damage bonus wasthese abilities existed prior to direct-hit existing, the only way to truly rid it of RNG is to make those abilities Auto-Crit/DH, or Give it a flat damage bonus, But it's also more complex then that, Warrior Benefits from skill-speed but lacks a dot for some strange reason, Dragoon its a detriment to have skill-speed except at very certain integers that round with jumps animation lock.
    And what part of any of these entirely separate issues contradicts the benefits that fix converting excess chance into addition effectiveness would provide? "Skill-gap" in the form of having found a party that doesn't waste rDPS on you? Sure, Skill Speed and Maiming gear have likewise been a hot mess since ARR, but that doesn't somehow make the other hot messes any less so nor make it worthless to attempt to fix any of them.

    This is like someone suggesting that we should the option to apply Salted Earth directly to target without losing the ability to queue it only to be met with "But skill-ceiling!... and here's some equally irrelevant math!"

    I have a separate DRG main alt and have flexed everywhere from minimum viable SkS to rotation-changing speeds; I'm quite familiar with the issues SkS faces on Dragoon, just as with virtually all other melee. I've suggested fixes to it before, but that doesn't change the fact that the problem you just pointed out prior to extending the list can be wholly fixed by a minute adjustment without precluding any future necessary adjustments to fix the many other problems melee, stats, and Dragoon in particular may have in this game.
    (0)

  4. #34
    Player
    Renkei's Avatar
    Join Date
    Sep 2013
    Posts
    205
    Character
    Renkei Fukai
    World
    Midgardsormr
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by Shurrikhan View Post

    This is like someone suggesting that we should the option to apply Salted Earth directly to target without losing the ability to queue it only to be met with "But skill-ceiling!... and here's some equally irrelevant math!"

    I have a separate DRG main alt and have flexed everywhere from minimum viable SkS to rotation-changing speeds; I'm quite familiar with the issues SkS faces on Dragoon, just as with virtually all other melee. I've suggested fixes to it before, but that doesn't change the fact that the problem you just pointed out prior to extending the list can be wholly fixed by a minute adjustment without precluding any future necessary adjustments to fix the many other problems melee, stats, and Dragoon in particular may have in this game.
    My Interest is to post different opinions on potential options that the Dev team could explore - I find the the majority of issues around game design for DPS in this game revolves around Skill-Speed de-syncing OGCDs, but this is a problem that persists to most classes, i do agree that this is an issue that could be fixed in a short period of time, and that it's not the only issue that is plaguing this game in terms of usability, Firstly i would Convert all oGCD Abilities into Skill-Speed Scaling Abilities, Firstly Getting rid of Speed all together and replacing it with a universal "haste" which in term would fix paladins issues, rdm issues, and casting issues, this would fix all issues with GCD weaving breaking completely, though the math involved would be to proportionally scale longer cool downs properly so they do not receive double speed increases over say 30 second abilities or 60 second abilities, i doubt anything will get completely redesigned towards the end of this expansion, though i wouldn't be surprised if that was what they planned on doing considering the introduction of oGCDs that scale with Speed.

    Unfortunately i am unable to fix any of the problems or issues that remain in the game, but i do acknowledge the issues other jobs are currently having as well.

    Clearly the issues that would Arise from changing it into a flat damage ability is the maximum damage cap of full thrust could potentially increase by 0%-50%+ (Depending on Critical Rating, And Direct Hit Rating and the "New" bonus provided to Life Surge, Life Surge Bonus + Critical + DH VS Life Surge + DH), It would increase the damage cap for one attack and potentially make it more RNG Dependent, with a potential 500+ additional DPS done additional, or the same damage.
    There are plenty of other options to explore though of course that i have mentioned, Like Dragon-Sight, Or Litany changes to flat damage bonus, or even Life Surge changing into a Direct Critical.
    (0)

  5. #35
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Renkei View Post
    Firstly i would Convert all oGCD Abilities into Skill-Speed Scaling Abilities, Firstly Getting rid of Speed all together and replacing it with a universal "haste" which in term would fix paladins issues, rdm issues, and casting issues, this would fix all issues with GCD weaving breaking completely, though the math involved would be to proportionally scale longer cool downs properly so they do not receive double speed increases over say 30 second abilities or 60 second abilities, i doubt anything will get completely redesigned towards the end of this expansion, though i wouldn't be surprised if that was what they planned on doing considering the introduction of oGCDs that scale with Speed.
    Solid changes. Sadly, they've also been suggested since ARR, to no effect. But, I'm glad to see others trying.

    Quote Originally Posted by Renkei View Post
    Clearly the issues that would Arise from changing it into a flat damage ability is the maximum damage cap of full thrust could potentially increase by 0%-50%+ (Depending on Critical Rating, And Direct Hit Rating and the "New" bonus provided to Life Surge, Life Surge Bonus + Critical + DH VS Life Surge + DH), It would increase the damage cap for one attack and potentially make it more RNG Dependent, with a potential 500+ additional DPS done additional, or the same damage.
    There are plenty of other options to explore though of course that i have mentioned, Like Dragon-Sight, Or Litany changes to flat damage bonus, or even Life Surge changing into a Direct Critical.
    Again, though, I'm just not sure why you'd bother when it's simpler to provide a general fix at this point (since 5 jobs have auto-Crits, and 2 have auto-DHits), fixing the problem that arises from +Crit and +DHit buffs, or skills which guarantee either, rather than forcing any and all raid buffs into just +%Damage (which, Dragon Sight already is, btw).

    SkS can be "fixed", even if in not the most interesting way, by merging SkS and SpS and having it affect periodic, auto-attack, and ability damage equally. (The more difficult fix is to give each job their own level-specific stat contribution curve*, a la WoW, so that the choice remains distinct but can be balanced.) *Technically, WoW uses a simple scalar, not a curve, which causes it to become impossible to truly balance once Haste gives access to new rotations, not that WoW particularly cares as it typically prefers for specs to have noticeably favored and disfavored stats.

    Even more easily, auto-Crit/DHit abilities can be fixed by just converting excess chance to extra effectiveness. Done.
    (0)

  6. #36
    Player
    Renkei's Avatar
    Join Date
    Sep 2013
    Posts
    205
    Character
    Renkei Fukai
    World
    Midgardsormr
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by Shurrikhan View Post
    Solid changes. Sadly, they've also been suggested since ARR, to no effect. But, I'm glad to see others trying.


    Again, though, I'm just not sure why you'd bother when it's simpler to provide a general fix at this point (since 5 jobs have auto-Crits, and 2 have auto-DHits), fixing the problem that arises from +Crit and +DHit buffs, or skills which guarantee either, rather than forcing any and all raid buffs into just +%Damage (which, Dragon Sight already is, btw).

    SkS can be "fixed", even if in not the most interesting way, by merging SkS and SpS and having it affect periodic, auto-attack, and ability damage equally. (The more difficult fix is to give each job their own level-specific stat contribution curve*, a la WoW, so that the choice remains distinct but can be balanced.) *Technically, WoW uses a simple scalar, not a curve, which causes it to become impossible to truly balance once Haste gives access to new rotations, not that WoW particularly cares as it typically prefers for specs to have noticeably favored and disfavored stats.

    Even more easily, auto-Crit/DHit abilities can be fixed by just converting excess chance to extra effectiveness. Done.
    Yeah they have been suggested since ARR.

    There is a simple general fix for the Auto-Crit/Auto-DH Issue. I am just spitballing solutions honestly.

    That would have to lead to an entire reprogramming of Each ability (with Auto-Crit/DH) and an introduction of a new calculation for these skills, I am not entirely against that idea, Though Direct-hit''s percentage rating is a lot higher, but Critical passes it if you combine the damage bonus and frequency which isn't that bad of an idea.
    Ultimately i would opt just to make every ability that is Auto-Crit or Auto Direct-hit Both instead of the later, since it would allow you to use existing code even if it forces a requirement (Full Thrust From Flank) as for the Auto-Direct hit i do not see any reason to force a requirement as the jobs currently with Auto Direct-hits aren't in the best spots.
    (0)

  7. #37
    Player
    Burningskull's Avatar
    Join Date
    Jun 2014
    Posts
    1,342
    Character
    Markov Dracul
    World
    Gilgamesh
    Main Class
    Dancer Lv 100
    I feel like Spineshatter Dive needs a buff. It's a min CD but does less damage than Jump and High Jump. It use to stun but now doesn't. I kinda feel like it shouldn't do damage and should just be a 10s gap closer. Similar to En Avant.
    (0)

  8. #38
    Player
    Renkei's Avatar
    Join Date
    Sep 2013
    Posts
    205
    Character
    Renkei Fukai
    World
    Midgardsormr
    Main Class
    Dragoon Lv 80
    There's so many different solutions that could of been implemented but unfortunately the development teams are all clogged up with working on their upcoming game that we didn't receive a balance adjustment proper.
    (0)

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