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Originally Posted by
Shurrikhan
Agreed. Sadly, I haven't much to say you haven't already said. To me, the chaotic trance that comprises Bahamut should be due to the more essential or focused primal uses proceeding it, via the combination in those elements. At that point you have synergy/harmony vs. chaotics, where either can look really goddamn awesome.
Would SMN players be okay with getting the equivalent of mudras, though? Not to mention I feel you'd have to entirely remove egis to sort of outline what SMN is about in combat (since between DWT and egis you get mixed signals).
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I'm not opposed to it, either, necessarily, but I don't actually see why that would necessitate it either. SCH and SMN already each have unique AF-consuming actions. And if we can already add or remove effects just based on being in PvP, why would it be conceptually (I can't argue code here, as I don't have theirs to look at anyways) impossible to have one job add or subtract an effect or condition from a given action or buff or nerf another one (e.g. giving Spur an AF cost). Job traits seem like the only thing holding it back, as SMNs would otherwise have more means of AF generation.
Well, I'd like the jobs' Aetherflow skills to be different from the get go. Assuming we were to change ACN so that it becomes SCH at lv30, you'd then be able to build SMN off it's own version of aetherflow with skills that would work with this new trance system you're suggesting.
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That's what I'm saying though. We already know that SAM is going to have significant ani-lock that we're going to "have to be careful in using". That's been in the live letters. I'm just saying that as long as there's something to balance that out, that won't make the job, or even the idea of including ani-locks, conceptually flawed -- which, my best guess, will be an immediate heated complaint before people get used to it. As long as there's still enough control given, the ani-lock is irrelevant. (Similar to a sprinting caster staying in an AoE for longer before darting out. His being a caster doesn't utterly screw him over, because there's something to balance it.)
Animation locks are the antithesis of combat that requires movement. Just saying "be careful when using it" sounds more like a copout for refusing to learn a lesson in how animation locks affected jobs like DRG. Sure, full animations look nice and all, but if you're kissing the floor right afterwards, it means nothing.
You can't compare that to sprinting out of a telegraph, since the player is in absolute control the whole time, from the moment the cast starts to the very end. Getting animation locked takes away control and is an entirely different beast. And if we're going with more "random" elements in raid fights like some have been asking, that means you're going to need clairvoyance to make use of an animation-locked job. That or design every fight to be a memory game like Titan EX.
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I'd be fine with that. I'm in no rush to see Beastmaster, and would honestly rather not see it at all than see something painfully shallow. In that time, we might be able to build up a few more ranged classes, leveling out that melee portion of the job-base. tl;dr: I'm already sad enough that RDM isn't a true hybrid melee/ranged/caster. He just looks like a ASTBLM to me with a thrown in, little-to-no synergy plunge/repel.
Yeah, it's almost like SE chose to ignore feedback and somehow missed that ret paladins and enhance shaman showed how you implement a melee-magic hybrid (either that or the devs are stuck to the notion that RDM absolutely must be a caster).