This is probably the first time I've been dissapointed by a dev team response since the forums have opened. (Which, one has to admit, is a pretty good track record.) Leveling BLM to 75 in the "good" old days (good means terrible), the only thing that kept me focused on party play at all was coordinating the melees in the party, actually choosing a job to invite based on what skillchains could be made, and then magic bursting off of a skillchain and doing half the monster's health. When I got into endgame and the same story played out against sky gods, it kept me into the game even after BLM got shafted from ToAU (I hate soloing, effectively).
I wound up leveling Samurai as my first melee, although I never hit 75 with it, precisely because I loved coordinating my attacks with my party members' to form chains - I basically -still- fistpump a little bit every time I hear the delicious 'whoosh' of a Fusion chain. It's the crystallisation of the game's entire approach to battling - time your attacks, collaborate with your fellow party members, in order to perform something you couldn't do alone. (Let's pretend for the moment that you're not a Blue Mage, although the ability to self-renkei and then burst off of it is definitely one thing that drew me to the job.)
I've had my fingers crossed for a boost to skillchains in some fashion, and I've sighed a little every time one hasn't been forthcoming. There have been items and traits that boost SC damage and boost magic damage on a burst, yes, but the community will need a definite sign saying "you should use skillchains!" in order to break out of the TP-spam mentality of colibri burns and the ToAU era. There's really no reason, as has been mentioned, to use skillchains right now.
The correct answer to this is not to give up on skillchains and bursts as elements of the battle system! While I understand that certain suggestions (adding debuffs to skillchains, for example) would be brokenly powerful, and I appreciate the design difficulty of coming up with a solution that wouldn't force skillchain+burst use as the /only/ method of effectively fighting something (although this is, admittedly, the only part of sky god fighting I actually miss), and that also wouldn't cause the game to become much easier due to constant debilitating effects, I think this isn't enough.
Perhaps it could be made easier to successfully land a magic burst by extending the timing window after a SC lands? Even with the multifarious sources of fast cast currently given to Black Mage, it can be hard to land a burst on a SC even if you know it's coming if you're using a IV or V nuke. Additionally, perhaps after a magic burst has been successfully landed, it would -then- put a debuff on the mob corresponding to the magic burst. (For example, landing Blizzard V as a magic burst would, perhaps, paralyze the monster for a very short period of time, and then as an additional effect, cause the monster to become even weaker to Ice elemental attacks, extending the 'use' of the SC+MB past the brief period it was active.)
Essentially, you'd be boosting the effects of a successful magic burst in some way. This wouldn't unfairly advantage people who are able to spam TP moves (and really, who -can't-, given Abyssea at least?) to make many many skillchains, unless they had the spell power backing them up and working with them as a team to finish the collaboration. Moreover, it should be possible to balance this such that it is strong enough to encourage people to SC+MB on, say, moderately difficult NMs being low-manned, yet not so strong that it disadvantages parties with larger groups but somewhat less coordination.
Thanks for reading!

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