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  1. #3
    Player Asymptotic's Avatar
    Join Date
    Jul 2011
    Location
    Windurst
    Posts
    656
    Character
    Sylow
    World
    Fenrir
    Main Class
    DNC Lv 99
    Quote Originally Posted by Alhanelem View Post
    This ability already exists on a smaller scale, called Presto. I think it's fine the way it is.
    Presto is an additional job ability to use (more aggregate delay) and serves, subtly, a different purpose completely. Presto penalizes you slightly (fewer net finishing moves) but you still require at least 1 minute and 4 JA activations to apply the maximum level of daze. In a high-haste situation, dancers have extremely low delay so the cost of doing so is extremely high. This ability provides no self-enhancing bonus (presto has +50 accuracy and +1 finishing move) but it does allow you to inflict the maximum enfeebling effect at the start of a fight some of the time. Presto is more valuable when solo or low-man because you're probably more interested in flourishes than you are in the enfeebling effects of steps.

    Dancers would probably use Presto in low-haste situations where the cost of using presto and steps is low and flourishes are more valuable, and the new type of job ability that I proposed in high-haste situations where the cost of using presto and steps is quite high and flourishes are not particularly useful. I specifically only included steps (and not presto or any other job ability) in the request for delay removal since it can be argued that their benefits are "balanced" by the cost.

    Notably, the duration of a daze when applied is 1 minute and increases by 30 seconds every time you apply the step again. Using the type of job ability I described would still only give you one minute of maintenance free LV5 daze. If you wished to maintain that level on a longer fight you would have to start using steps again until the recast of the job ability counts down. I set the recast of the job ability three times longer than this with this in mind.

    I think to make it more clear of the purpose of the job ability, I will change it as follows:

    Grand Jeté: (Recast: 3 minutes) Your next step will increase the daze to the maximum level but the TP cost will be tripled and will not grant any finishing moves.

    I think this makes it more apparent that this is more of an offensive version of "No Foot Rise" designed for alliance-level content than an extended version of Presto.

    I'm also not sure why you feel like steps need an exemption from accuracy rules; this doesn't have anything to do with your underlying complaint about job ability delay, which i wholeheartedly agree with.
    Specifically, they should make gear with "increases steps accuracy" surpass the accuracy cap and not raw accuracy alone. Not only would it justify the stat enhancement existing in the first place (otherwise it's quite literally worthless) but it would remove the problem of "we need the dancer to inflict defense down daze for this short duration fight, oh crap their step missed." A precedent exists with Angon (it has 100% accuracy) and there are other pieces of equipment that surpass "hard caps" in other categories. The thread title is "On _____ Job abilities" so I don't necessarily exclude the other types of suggestions. These are suggestions that would overall make the jobs more enjoyable to play. I did not, however include suggestions that were not related to the nature of these Jobs' abilities.

    I don't necessarily know if an ability to instantly maximize a rune would be balanced for Rune Fencer or not. Whereas Steps and Maneuvers both have an additional cost beyond their delay (TP and maneuvers), Runes have no additional cost so there was nothing to sacrifice whereas for DNC and PUP you can increase the TP cost and/or remove the benefit of finishing moves, or apply a drastic amount of instantaneous burden, respectively. Because of this concern I did not suggest an analogous job ability for Rune Fencer.
    (4)
    Last edited by Asymptotic; 04-17-2013 at 07:20 AM.