For ninja's make huton passive so it's always active
For ninja's make huton passive so it's always active
Make it so that we don't have to summon eos/carbuncle every time we swap jobs or get ko'd. They should be there by default, like a tank stance should be. Deactivate/dismiss as needed.
Funny how there has been a consensus ever since Stormblood on how simplification of jobs is a bad design, yet a lot of the replies in this topic are about making some jobs even more simple (borderline shallow). I understand how devs must feel like they can't please everyone with each change.
Personally, Endwalker has made Red Mage fun enough for me, in the content I played. I still miss RDM's old Impact being a jolt upgrade and giving more proc options, but the changes to manafication getting you a solid opener everytime, Embolden being a flat damageup, the 50/50 need for the combo instead of 80/80, the new acceleration and the finishers after 3 Moulinets are great additions. For level 100 I think anything added after the current finisher would be too much, so I don't know how much they can improve upon the job, apart from upgrading spells or adding charges. Perhaps another step in the utility path with a single target buff/debuff
Healing wise, I liked Sage, and Astro did the seals better than Shadowbringers, although I still feel the card system is lackluster compared to its original iteration.
I like White Mage as it is, although it could do with more DPS. I guess it could have more ways to generate and spend lillies.
But my real main job used to be SMN and I can't play it anymore at all, I dislike everything about its rework (which makes me a bit worried for AST because I think it doesn't need a rework from the ground up, just some tweaks and a focus on the cards part).
Being a caster main, I have slight curiosity about pictomancer, but that's it.
You might genuinely be the only person I have ever met who thinks the current seal system is better than anything we had in ShB given how useless the modern seal system is
I guess it was annoying to only get a two seal divination by astrodyne is probably the worst ability a class has gotten in years
I expect it to have more flashy abilities they just haven't shown yet, and Picto's VFX certainly look like it will be a nightmare for visibility. But it's not even about just the jobs, a lot of the boss mechanics just blast the screen with spell effects to the point that it's hard to see what on earth is going on.
I will trade flashiness for usefulness, cohesiveness, and a healthy doze of complexity (not a cure to insomnia) any day.
New job no positionals!
...I'm joking. I know it'll never happen.
I'd love to not have to care about positionals on at least one melee though. Their lack would immediately make several jobs significantly more fun for me to play personally.
I know it'll never happen, but give MCH their Turrets back (that you can place on the field and leave), have carbuncle do an auto attack, have the SCH Faeries do something pn their own. I dislike how dumbed down the "pet jobs" have become.
I would like positionals to be removed. It's a pointless requirement and doesn't mesh well with the current direction of boss design.
you aren't required to hit positionals at all. and it should remain that way. it's there for the people that like squeezing out that tiny extra bit of damage, leave it.
Positionals are the very thing that make me shy away from melee. I cannot accept not performing at optimum and striving for the best results when playing any job, and positionals are directly in the way.
That's alright though, I still enjoy leveling them, and that's why I stick to rphys.
These people who complain about positionals are selfish, they want to do as much damage as possible without having to put any effort into it. I mean, if you don't like positionals, don't do positionals, but if you're still complaining, you just want to have the same damage as the players who are trying to do positionals, but without having to put in the minimum amount of effort. It's just pathetic, it's a loser's mentality.
Purge of the 2 minute meta and a healer rework are at the top of my delusional list.
I didn't know Astrodyne had such hate from the community! Once again, I have done P1 to P3 and the first half of P4 on savage, but not much with my AST since. I like the mana regen I guess, I don't really see the casting speed increase and the damage / healing buff. to me the main issue is that it does require a lot of steps to use astrodyne and the payback isn't that great.
But i really hated that divination was linked to seals in ShB. At least now my raid buff constribution is consistent.
That being said, I'm all for getting rid of the seals entirely, and revamping the card system completely.
1 Same can be said for both sides, whats selfish is gatekeeping.
Also, I have learned with an mmo the most casual side gets catered to the most and most players are infact casuals so if they ask for positionals to be removed and it gets enough traction the devs may consider it.
I don't see anything wrong with positionals, to be honest. The potency drop for failing to meet the positional requirement isn't that harsh. That's why there's True North.
What's more concerning is the raidwide hit boxes of bosses. There is no longer any distinction between melee and ranged.
I disagree. Positionals is not a game changer or anything, you can do ALL contents without positionals.
want to clear a trial ex without using positionals? Just don't get the death penalty.
want to clear a savage without using positionals? Just don't get a death penalty, unless you want to get world 1st clear.
So there's literally no valid reason to want positionals removed imo. Don't want to do positionals? Don't do positionals.
If someone wants them removed, it's for selfish reasons.
Positionals don't gatekeep anyone, just spoiled babies perhaps.
You're quite aggressive in your responses chill out and stop calling people babies.
This is a discussion board were people can discuss mechanics and the game, because people want something different in the game than you does not give you the right to start degrading the discussion to namecalling and names of degradation.
Well, players have the right not to like positional, and that's fine. The problem is asking to remove it just because someone doesn't like it. Because, as I said, the game doesn't force you to do positionals, you can play melee in yolo mode and get your clear anyway.
So asking to be removed just because someone doesn't like it is selfish.
It's bizarre to base the design of melee DPS around players who hate the design of melee DPS.
When you try to cater to too many people, you cater to nobody. That's a problem that we're seeing across multiple roles now.
Man, I just want melee DPS to be fun again. I hate the giant boss hitboxes everywhere in EW. They are supposedly to "help" melee uptime, and yeah, I guess, but they're also just annoying. Part of the trade-off with playing melee is that they do more damage than ranged in a vacuum, but at the cost that sometimes they have to disengage and be really strategic about which GCDs they can greed and get a hit in before getting hit. That was the thrill, that was the fun! Now you just kinda...stand there, still hitting no matter the mechanic and how far away the boss's model looks, doing positionals if you want for a little bit of enrichment. Ranged DPS do less top damage, but they have more mobility and can keep attacking more consistently through the fight (unless you're BLM I guess but theoretically you do more damage than the other ranged DPS too).
Nothing is stopping people from standing closer to the boss, but it's like the hitbox circle is this psychic bubble where everyone will stand at the very edge of it now, ranged and melee both, and don't want to venture inside the hitbox circle for whatever reason. But then since everyone was spread so far out, buffs and heals were getting missed, so throughout the patches, the devs kept expanding the range of all these skills so that everyone can stand in their giant personal space zone at the very edge of the giant hitbox with no consequence. It's boring. It looks silly, especially with tanks and melee. I like to run in and stay right in the boss's face when I tank raids because it's easier for me to position the boss when I need to, but I seem to be more of an odd one out.
And with the giant hitbox thing to make melee easier because people complained about missing uptime (aka want to just stand still and hit buttons and win top DPS) and then people complaining about positionals, I have to ask... why do these people play melee, then? If you don't like playing it a little risky and jumping in and out during mechanics and trying to hit positionals, just...play one of the several other classes that don't make you do that. I've only played since ShB, but EW combat has felt so much more flat and boring overall compared to just one expansion ago. I feel like there's a balance between "Quality of Life" job stuff and "flattening everything to make it nearly impossible to mess up." I just want DT to make playing melee fun again, because I dropped it to tank this last raid tier because it felt like at least being a tank gave me some other stuff to do in the fights. And I do enjoy tanking, but gotta say, I do miss the days of really cracking out on SAM and watching those huge numbers fly by as everything lined up and I'd put up my shield and counter-hit with every bit of damage I could while hitting each positional. Felt phenomenal. But can't do that on SAM anymore. Don't even get me started on how they removed Kaiten, we'll be here for hours.
I don't want them to remove positionals entirely is the thing. I don't expect them to. The worm is out of the bag or whatever, even if I don't like it. I'd just love if one (1) of the many melee in the game didn't have them.
To expand on this - I am not new to melee, and in other MMOs I tend to main melee dps. I mained a feral druid in WoW for close to a decade, and played more than my share of rogue. WoW doesn't have remotely the same amount of positionals as this game, but it did in fact have benefits/requirements for being behind targets - and I never had a problem with that. In 14 though, it's far more frustrating, and frankly feels clunky, to have optimising my rotation rely on shuffling back and forth from the back to the side of the boss on top of mechanics. It's frustrating, annoying, and unfun.
So again, I don't expect it to change, I mostly stick to range in part because I enjoy it and in part because most of the other jobs are far less enjoyable, but it'd be nice to have a melee I CAN enjoy without having that one sticking point of "god I wish I didn't have to deal with this."
ok now I've heard everything, landing Shreds behind the target during a difficult mythic(or heroic before mythic was even a thing) fight like Siegecrafter Blackfuse was near impossible and I bet nobody even came close landing even 50% of them when it was current content even if they wasted the glyph slot, WoW had much much more difficult positionals since bosses were in constant respositioning and most of the positionals were spammable resource generators, and coincidentally once they were removed they also destroyed feral in pve for the next 3 expansions.
Meanwhile in XIV after learning a fight most skilled players can successfully land around 90% positionals even on the spinniest bosses, with RPR and NIN up in the 95%s+
I also don't buy it for a second anyone would suddenly like melee if positionals were removed, they are not that impactful, if you don't like melee right now it's because you simply don't like melee.
People sure getting upset over the opinions of others in the "unrealistic expectation" thread.
I asked for queueable combat macros, and i know i won't get that. Because Square-Enix hates me specifically. People here are asking for things that they know they're probably not gonna get, they don't need you to argue with them over why them wanting it is wrong.
Landing positionals being challenging isnt something have a problem with. Needing to strafe back and forth as part of my rotation whether the boss is moving or not is something i do. Because it adds nothing other than... more button pushes per button push i guess. As you say, its often easier to land them in FF unless the tank decides to play spin the boss.
I actually do like melee. I mained melee for like three tiers before i got burnt out on raiding in general. I dont like positionals in FF, again, because they are annoying and un fun the way they are implemented here.
Anyway since apparently liking a class in spite of one feature is impossible I'm done here. I know SE is married to positionals and Viper is going to have them, but it'd sure be nice if it didn't. Have a good one or whatever.
I find it hilarious to read this when people have had the exact opposite take when MCH introduced a non proc based gameplay to the rphys role. I could have said "it's bizarre to base the design of rphys dps around players who hate the design of rphys dps".
Now it's being praised by a lot of people for not being rng.
Morale of the story: what is the design of whatever role in your mind doesn't have to be the design of said role. It's just in your mind. But mind you, I don't have a horse in this race either, I just entertained the idea of getting a new melee with no positionals to enjoy (aka, Viper, because it would just be rude to pull a new mch onto melee dps mains and remove their positionals from the jobs we already have).
"I don't want to press buttons"
-- ff xiv base every expansion
Pictomancer to work like a mix of DNC and NIN.
I would like some form of Standard/Technical Step but with paints instead of dance moves.
You would have to apply paint in a different order to add to the canvas, with every canvas you get a point or mixed colour to add for the big ability.
But also by mixing certain paints, it would give certain Mudras or smaller sketches to use as attacks, buffs, debuffs, etc.
Basically, I would love it if they concentrated their arsenal more on paint mixing to draw different drawings!
I mean, changing existing jobs to cater to the gameplay preferences of people who don't like those jobs is a crime (yes i'm still bitter), but adding new jobs with gameplay aesthetics that are divergent from the others in its role should be fine? Like if Viper replaced positionals with some other mechanic to maintain, that would actually be pretty cool and give an option for people who want to play melee but dislike positionals, and those who do like positionals still would have 5 other classes to enjoy.
So yeah, i'm #TeamNoViperPositionals i guess.(just hopefully with another mechanic/buff to track instead)
SMN
- Every 2nd (Summon Phoenix) cycle grants you Opal, Amethyst, and Aquamarine, so you can summon Demi-Shiva/Ramuh/Leviathan.
- Every Demi-summon has a single-target buff/utility, SMN can use it on self or allies (similar to how Phoenix's Favor works).
- Demi-Shiva gameplay is a melee combo with positionals (no gap closer, position yourself in advance), Demi-Ramuh is a long channel spell, and Demi-Leviathan focuses on DoTs.
- Finishing 2 cycles grants a nuke charge - Summon Odin or Summon Alexander, can't decide which one I want more.
AST
- The old (pre-ShB) card system is back.
- Draw split into Diurnal Draw (Offensive) and Nocturnal Draw (Defensive), both have separate CD.
- Balance (increases damage), Arrow (reduces GCD), Spear (increases Crit Rate and Crit Dmg) - belong to Diurnal Draw.
- Bole (reduces incoming dmg), Ewer (provides long HP Regen/MP Refresh), Spire (grants target a buff that burst heals it if HP drops below 50%) - belong to Nocturnal Draw.
- Each time a card is Drawn and played, you get a buff - Nocturnal/Diurnal Road - that empowers the next card of opposing Draw. Balance - double duration, Arrow - 50% increased potency, Spear - becomes AoE. Bole - becomes AoE, Ewer - double duration, Spire - 50% increased potency.