I prefer the Destroyer and his Laser beam happy gameplay style
http://wiki.dfo-world.com/images/thu...lf-d7nu8f5.png
Printable View
I prefer the Destroyer and his Laser beam happy gameplay style
http://wiki.dfo-world.com/images/thu...lf-d7nu8f5.png
I always found it weird yet interesting that they had the male and female versions of the Launcher class take such drastically different paths in their final awakenings. On the Male side you have Destroyer yet the Ladies get to go Full Dakka as Storm Bringer. It's neat yet head turning. Either way, I'd be fine if MCH end up as either one.
The change was because the player base complained F. Gunner and M. Gunner gameplay style were too similar with each other beyond simple higher or lower hit boxes. It was because of this why future new character in DF were made far more different from their Male or Female counterparts. It was sadly far too late to change F Gunner's gameplay style so they decided to use the Awakening to slowly make them different from each other such as how M Launcher became more focus on their long range laser rifle and F Launcher becomes more focused on close range flamethrower.
Of course the new updates began adjusting F Gunner and M Gunner more such as how F Spitfire became focus as a Air bomber combat class using grenades and M Spitfire became more focus on ground combat for elemental bullets
Did the BLM cast Dark?
All the Purple is what makes me think of Lightning. https://youtu.be/YjzsNz8lgjA?t=847
There were static sounds when the spell was casted
The new Bard skill is so pretty @_@
I also note a distinct lack of Minuet's cast times, and there's also a distinct lack of Gauss Barrel too...
yeah its either the paladin is casting, OR it looks a hella lot like how Runic worked for Celes in FF6, the exception being the paladin redirects the spell as it being the focal point. The reflect would make a lot more sense though, as Reflect from FF Tactucs sirt of worked that way, but a bit more chaotic. Very strange.
The Naruto/Ninja similarities just keep getting stronger. KUCHIYOSE NO JUTSU!
Seems like AST will be drawing 2 cards and being able to pick from the 2?
GIF provided by other forum poster myahele
https://i.imgur.com/Jcv8QsX.gif
Titan-egi has LEGS down to the ground. No one noticed that yet?
SCH's faerie looks like it is locking onto the enemy and syphoning off energy.
DRK looks like it has it's own support spell to cast a shield on a weaker ally to nullify damage.
EDIT: WHM staff has 2 glowing white butterflies flying around the gem at the top.
I think the current "stances" (fire, earth, wind) for MNK will also change the skills you can choose from depending on how the battle goes. Before, it was fire for an attack boost, earth for defensive, and wind for movement speed.
EDIT 2: I'm surprised no one mentioned seeing YOJIMBO in the final scene.
People have mentioned it in multiple threads. Titan Egi always had legs, they aren't new. His model appears larger in the trailer, and although he is still floating, his larger model is closer to the ground. Ifrit's model was larger in the Heavensward trailer as well, but that wasn't actually ever reflected in game. It's possible it was just for visibility in all the chaos.
Ya Bards seems to be going into the Magic Arrows direction with that Job. Atleast Bards can now truely call them selves Bow Mages with more Magic Arrow theme skills. :p
As for the lack of casting it could be either they had it off for the trailer or they adjusted Minuet and Gauss barrel to not have cast bars anymore. SE did say they were adjusting the Jobs in 4.0 so I guess they may have given back the mobility but I worry the sacrifice we may have due to gaining mobility back.
I am curious what other new skills they added in 4.0 since we see only 1 new active skills per Job in this trailer. it is possible the other new skills in 4.0 are just passive skills that upgrades certain skills and gameplay style for each Job.
I'm very curious about the new cards for Astrologian. The ability seems to function similar to Shuffle except the drawn card gets replaced with either The Lord or The Lady.
Actually we have that already, technically speaking. "Gravity (グラビデ, Gurabide?), also known as Demi, is a recurring fractional damage spell from the Final Fantasy series." - FFWiki
Similarity in RESULTS in important. Similarity in method is bland.
Some tanks/healers should, ideally be better suited in certain situations and fights, while all healers/tanks should be able to complete that same content. If, say WAR does really well in one fight of a raid, but poorly in the next that's fine and helps to bring the differences he has compared to the other tanks.
If all tanks perform equally well by doing the same things, what's the point in there being 3 tanks?
I can sort of get your point here but you're looking at it the wrong way. A gap closer should be seen the same as Provoke, i.e. a basic tanking tool that all tanks should have. In SWTOR for example 2 of the tanks have the exact same type of gap closer move, but just because they have that doesn't matter as all their other moves are fairly unique and they have very different tanking styles.
If all tanks perform equally well in all scenarios, it means you select the one you like the most ergo having three tanks is good because they play and carry out their roles differently. Again, a gap closer move, while I can understand the homogenization sentiment, is a basic tanking tool that should be baseline across the board. Just because drk and war now have one doesn't suddenly mean the classes are the same.
imo the holy cast is actually the result of what the whm did to the group. kinda like radiant shield. while that thing that appears when the pld finishs the cast is the new pld skill.
that drk shield is kinda nice as it gives you something as an OT. there is also qzuite some content whre healers have to shield a prey target. this skill will allow a drk to do it.
Nin skill is weird. i kinda hope it has a higher cd so i won't have to see that frog too often...
The gap closer doesn't have to be literally the same thing though.
In WoW, you have Warriors, who charge, a basic gap closer.
You have monks, who can either do a short roll/dash in one direct, or do a longer flying click, both are aimed manually and don't lock on, still the same 'gap closer' effect.
Death Knights pull targets TOWARDS them, not themselves towards targets.
This is what makes difference between classes interesting. We already have this in some areas. Living Dead, Holmgang, and Hallowed Ground all 'ostensibly' do the same thing, they make a tank impossible to kill for a short time, but there's nuances to each.
Contrast this with the worse case scenario, two classes have an ability that is nearly identical, but one is flat out better. Life Surge and Reassemble BOTH make your next weaponskill crit. However, Life surge, has 10 seconds shorter of a cool down, and helps the DRG by restoring health, it's just better at everything than an otherwise identical skill, what's the point? What's important is that classes feel different enough to justify having so many to choose from.
The only homogenization we 'should' be getting is through the Cross-class system, a system DESIGNED to let you carry over abilities to use them on other classes. Somewhat boring, but necessary abilities such as a taunt are already handled in this matter, assuming they don't do something interesting with the WAR charge compared to DRK's Lunge, again, what's the point?
In SWTOR the Juggernaut and the Powertech both have an identical charge move, it does exactly the same thing with the same distance and the same cooldown, there are some specific class specific passive moves that trigger after for each but that's besides the point. By saying that two classes having the exact same move removes the differences between them and suddenly renders them pointless is ridiculous (and hyperbolic) as it disregards the entire rest of their respective toolkits and what makes them different. Drk and Pld both have identical moves in Shadow skin/Rampart and Sentinel/Shadow Wall. Sure it's not interesting necessarily, but it's fine for tanks to have identical moves if you take the rest of their toolkits in to account.
It's perfectly fine for Drk/War to have the exact same gap closer move, again, it's a basic tool that all tanks should have. But just because they both have the gap closer doesn't suddenly homogenize them both in to the same thing, now if Drk suddenly had to manage buff stacks and stance dance for maximum effectiveness and Warrior suddenly had to manage MP, you would have a point and I'd agree with you. However in this case, it's a good change giving warrior something it needed to round it's overall toolkit as a whole.
I wonder when an actual pet class will be added to the game, because so far being a bahamut's mage already lost is novelty... still.... there they go and add another bahamut-ish spell... and sch got a new pet interaction skill in both 3.0 and 4.0, if they thought that meh bahamut wing book thing spell was the best thing to show in the trailer for smn, that only makes me think that yet again, no new pet interaction skill will be given to smn.
cmon devs, its not hard to give a single buff to smn to use, that makes the egis look a bit more similar to the actual primals and do something extra, like buff their damage or give some sort of support to the party.
To put in bluntly it pretty oblivious why they added t us DRK that kind of skill. When off tanking we really don't have skills that can help the rest of the party so in instances where only 1 tank is needed (at this happen a lot of times even in contents where you should take 2 tanks) we are.....a dead weight.
The part it make me frown is that the skill it looks like exactly like cover something that paladin already have, and what warrior got ? a skill that exact carbon copy of plunge and paladin their holy version of unleash so a this point if all the tanks have their own version of the skills that once made each class distinct what the fuck is the point of having tank classes named with 3 different names?
So much this
Machinist will be like...
https://i.ytimg.com/vi/Tnod9vtB4xA/hqdefault.jpg
From a comment on the youtube video made by mrhappy about the benchmark video
Something in me died a littleQuote:
DRK's got a Tsundere shield now. "It's not like I like you or anything, but don't die."
It might be a form of cover but not cover directly. Maybe something to the extent of giving a shield to another player which when attacked nulifies damage and gives the hate to the DRK. Since the full animation looked as if the shield broke after 1 strike, so it could be a form of enmity removal from a target that also blocks incoming damage.
Watch the gif again, for a "cover" it doesn't really seem to last long, DRK uses it on target, target is hit and the shield breaks.
This. You can have tanks with equal results while still having:
a) different aesthetics (this includes weapons)
b) different gameplay
c) different forms of utility (within reason)
Given the shitshow we saw at the beginning of the expansion, I'm surprised to see people want performance discrepancies between the tanks instead of, say, try to avoid recreating that same shitshow.
after rewatching the BLM spells again I too think that is some sort of gravity spell because I saw a gravity like effect underneat the violet spark not to mention that mrhappy vid pointed out an ozma like sphere in the scene afterward so it might indeed be something like that, which begs the question if we are going to pillage weeping city for the new spells
you know, the shield that drk gives, might just be something even simpler than what we think, it might or might not shield/cover/whatever the target for a bit, but i think the main use for it will be giving mp back to the drk, something like sheltron, but on other targets.
I reaaaaly hope monk gets an Aura so you can ignore those annoying postional locations on certain atks <,<
I realy dislike that(Not any other game I had in my 25years have this crap), also in PVE - single player you cant even change the postion to deal more damage because enemy als targets you lol
And I hope that Greasing Light(?) effeckt stay way longer than just 12 seconds. Or it should just remove 1 stack of that status instead of everything -> max.3 >_>;
and for skills: I dont hope we got TO many.. I mean I already use (on PS3/4) 2-3 Skill bars on every Magic/Warrior Class! Lol
Some of them(lv52-60 skills).. I tend to not use them because I simply forgot, I didput them in skillbar 3 pool, I barely use. :x
I'm wondering for the ast cards could the Lord and the Lady cards change what can be targeted by the cards and you choose which depending on situation. pure speculation based on it looked like used card against the mob.
heres what i think each card could do to an enemy (to party remains same cept spear maybe).
Bole vulnerability up
Balance dmg down
Ewer silence
Spire Pacification
Arrow longer cast times
Spear longer times between skills
This ofc probably WON'T happen due to the versatility that it'll bring but hey ho i always wanted to use cards on enemies that way 'dud' cards could've been a thing XD
Extremely disapointed with smn, the artifact gear and skill , oc its only the benchmark, but yay ruin iv -.-'
Blm , cool new purple skill / smn , lalafell sized teraflare, i hope theres more when they reveal the new skills.
Btw, i dont know if its related, but the smn used the skill while in dreadwyrm trance.
Might be just a wild hair idea but I'm hopeful since PLD is likely losing Protect which I enjoy having as not all content is party content, that this skill is a Protect spell that only targets the PLD. In many games in FF its called Wall, Barrier, and such. Bonus points if it gives the Protect buff and the Stoneskin buff too.
https://img15.hostingpics.net/pics/203281pldholy.jpg
I don't really play summoner, is the skill this lala SMN using new?
http://i.imgur.com/Wxzp4gB.png