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  1. #1
    Player
    Join Date
    Mar 2011
    Posts
    1,651
    Marauder's stance will be a reason not to invite them, especially since they're not good at anything. That's thief. Not good at anything, even that's okay if you don't actually *hurt* the party. But they often do so hell no.

    Number one loss of sp in parties is unintended AoE. That's marauder in a nutshell. AoE when you don't want it. No AoE when you need it. The only reason it's not much of a big deal is because marauder is a ****ty AoE job, in spite of what the fanboys claim.

    The mechanics of steadfast are impotent. The concept fundamentally shoots itself in the foot and was designed by an intern. Should be done completely away with.
    (0)

  2. #2
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Peregrine View Post
    The mechanics of steadfast are impotent. The concept fundamentally shoots itself in the foot and was designed by an intern. Should be done completely away with.
    If this is in the context of what I mentioned, I mean more as "ability does A, and C and D are additional things when in stance". Doesn't have to work exactly like steadfast. I've never been good at two-hander design, but something along the lines of:

    Pillager's Grip: Offensive oriented stance. Emphasis on STR, granting accuracy and attack speed bonuses.

    Seadog's Guile: Defensive oriented stance. Emphasis on VIT, granting defense (mitigation and evasion to make up for MRD's lack of a shield) and Enmity bonuses as well as the passive trait Vengeance (basically Counter, but the MRD would still have to be hit for it to proc, rather than traditional Counter that entirely negates the enemy's attack).

    Both stances cancel each other out, and MRD-native abilities have bonuses to damage when in the former, enmity bonuses when in the latter. Very rough ideas, but that's the jist of it.
    (1)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  3. #3
    Player
    Ulathskullsplitter's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    804
    Character
    Ulath Skullsplitter
    World
    Hyperion
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Duelle View Post
    If this is in the context of what I mentioned, I mean more as "ability does A, and C and D are additional things when in stance". Doesn't have to work exactly like steadfast. I've never been good at two-hander design, but something along the lines of:

    Pillager's Grip: Offensive oriented stance. Emphasis on STR, granting accuracy and attack speed bonuses.

    Seadog's Guile: Defensive oriented stance. Emphasis on VIT, granting defense (mitigation and evasion to make up for MRD's lack of a shield) and Enmity bonuses as well as the passive trait Vengeance (basically Counter, but the MRD would still have to be hit for it to proc, rather than traditional Counter that entirely negates the enemy's attack).

    Both stances cancel each other out, and MRD-native abilities have bonuses to damage when in the former, enmity bonuses when in the latter. Very rough ideas, but that's the jist of it.
    I would be happy with something like this. I just want my marauder to be an all out DD. But to make your suggestions more balanced the pillagers grip would have to also lower your VIT to make you a little more squishy to off set your newfound power.

    And the defensive grip would need to do the opposite and lower your strength, so now you can tank but not do very good damage.

    Im hoping marauders job will be warrior with either a stance system like this so i can choose to be DD or just have warrior be an all out DD job and scrap the tanking aspects of marauder.
    (1)

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