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  1. #231
    Player
    MajikNET's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    18
    Character
    Russell Tyler
    World
    Omega
    Main Class
    Scholar Lv 70
    As a completely uneducated and casual-player look at the job, my guess would be that they've tried hard to introduce a chain of abilities that "need" each other (e.g. trying to justify themselves within the context of the story they've built / mechanics they have or intend to implement in the future). I can understand the penalty aspect; they're giving us something to make our current tools more potent along with the addition of some new tools, so they've tried to balance that out against how much we can use it - fine.

    Overall, though, the penalty just doesn't seem to fit the play-style. I suspect the cast-timers came into play because, you know, they'd already set that as an expected form of control, so people already know how it "works", but for me (as it seems for others too) that's ultimately 'broken' what I understand as the style of play. The complexity and depth to the BRD in 2.x came from the weaving of GCD and oGCD abilities based on what DoTs, effects and party status is at any given point in time. It's that understanding of managing those aspects that adds depth to the role and the fluidity of the play-style means that as a solo you can chain things along nicely and finish an encounter while still in control, while in parties you have to adapt to the makeup and abilities of the rest of the party, while still timing and weaving ("playing", for want of a less musical word) everything together and trying not to run out of TP.

    What I wonder, is whether there's different 'penalties' that they could apply to the job while under WM that still makes it useful but keeps the dmg and utility decisions under control. The thing that comes to mind here would be to keep the cast time on WM (it's a song, we have the expectation that to sing you have to stop and focus - fine), but while under the effect your GCD abilities are buffed (maybe more than 20%), but your GCD timer is longer - say by an extra .5 - 1 second. This way we hit much harder with our GCD abilities, and we can still weave our un-buffed oGCD abilities into the mix, but we can't spam our heavy-hitters for uncontrolled dmg (our characters fire an expensive round, and then have a longer 'refocus' period before they're ready to do it again). The bonus we'd then get for being in the stance, would be to have the new utilities, such as IJ, available to extend the effect over time of our buffed abilities (although perhaps using something like IJ should then force us out of WM stance, or decrease the WM buff over usage to keep it from being a "god-mode" so that we then have to manage the choice of doing buffed heavy-hits, or extending DoTs depending on the scenario).

    The overall dmg output aspect, while annoying, is much simpler for the devs to fix and tweak, but the play-style is what's going to hurt this more than anything over time. So, SE, my feedback to you would be; please, please, please re-invest in understanding how the job plays and don't be afraid to slip-in some new play-style mechanics in order to manage the mitigation of overpowering a job though new abilities. While you've got established mechanics for controlling output (cast timers), they don't fit with the job role and play-style you're trying to attach them to, so you could do with finding something that does fit and applying it appropriately.

    </uneducatedRant>
    (5)

  2. #232
    Player
    Warlyx's Avatar
    Join Date
    May 2011
    Posts
    3,065
    Character
    Warlyx Arada
    World
    Moogle
    Main Class
    White Mage Lv 90
    a way to fix bloodletter procs could be , changing how bloodriver works inside WM , lets say everytime a bloodriver procs , instead of resseting BL u get a buff that boost your next heavy shot by 150 , so even if u cant cast BL u still get the benefit , now u are moving and BL procs back to back , now u get 300 potency on your next heavy shot (buff duration 10s so u cant save it for later phases).
    (2)
    Last edited by Warlyx; 06-28-2015 at 05:35 PM.

  3. #233
    Player
    Misery1337's Avatar
    Join Date
    Sep 2013
    Posts
    48
    Character
    Sir Biggus
    World
    Odin
    Main Class
    Archer Lv 60
    I thought about it last night and I came up with this change...

    Remove WM and give this new skill in its stead.

    Level 52: Focus Fire Each weapon skill used adds a 4% stacking buff of Precision. Precision stacks up to 5 times giving a total of 20% damage buff. Effect lasts for 30 seconds and is cancelled upon movement.

    Level 54: Empyreal Arrow Delivers an attack with a potency of 240. For each stack of Precision, adds 12 more potency giving you a total of 300 potency attack with all 5 stacks of Precision. Using Empyreal Arrow will consume all stacks of Precision. This weapon skill does not share a recast timer with any other actions.

    Rest of the skills remain exactly the same except that they would be free to use without requiring a ridiculous 3 second cast time song.

    Oh and Warden's Paean Cast time reduced to 1 second.

    What do you guys think?

    PS: The skills I suggest require no cast time on any skill except for a 1 second cast time on the Warden's Paean song.
    (8)
    Last edited by Misery1337; 06-28-2015 at 06:45 PM.

  4. #234
    Player
    yamochan's Avatar
    Join Date
    Sep 2013
    Posts
    144
    Character
    Yamo Tsukamoto
    World
    Odin
    Main Class
    Archer Lv 60
    @misery means u skill want casttime on all other skills?
    (0)

  5. #235
    Player
    Misery1337's Avatar
    Join Date
    Sep 2013
    Posts
    48
    Character
    Sir Biggus
    World
    Odin
    Main Class
    Archer Lv 60
    Quote Originally Posted by yamochan View Post
    @misery means u skill want casttime on all other skills?
    No cast times on any skill. I suggested to remove WM altogether and replace with those suggested skills. With that change, BRD playstyle will remain exactly the same as 2.0, they won't be OP and they will still be competitive with a better chance at getting a raid spot.
    (2)

  6. #236
    Player
    Snowaeth's Avatar
    Join Date
    Jun 2013
    Posts
    335
    Character
    Snow Ball
    World
    Gilgamesh
    Main Class
    Bard Lv 70
    I don't see Wanderers Paean being used much with cast time to begin with even without cast it would still have minimal use but could at least be put as a pre-emptive shield in time.
    So my suggestion would be to add a cleanse effect to it and leave it with cast time.
    This way it would actually see use.

    Or rework the whole darn skill into something useful.
    (0)

  7. #237
    Player
    Viar's Avatar
    Join Date
    Apr 2015
    Location
    Gridania
    Posts
    93
    Character
    Ria Arrow
    World
    Cerberus
    Main Class
    Bard Lv 60
    Quote Originally Posted by Snowaeth View Post
    I don't see Wanderers Paean being used much with cast time to begin with even without cast it would still have minimal use but could at least be put as a pre-emptive shield in time.
    So my suggestion would be to add a cleanse effect to it and leave it with cast time.
    This way it would actually see use.

    Or rework the whole darn skill into something useful.
    BRD's Esuna you can't use on yourself...? Did anyone actually try to use it to circumvent healing debuff mechanics?
    (0)

  8. #238
    Player
    SethLex's Avatar
    Join Date
    Aug 2013
    Posts
    36
    Character
    Seth Lex
    World
    Moogle
    Main Class
    Conjurer Lv 50
    250 replies, 25 thousand views in 5 days - why is this not answered by SE?
    (2)

  9. #239
    Player
    ChloeGrace's Avatar
    Join Date
    Oct 2013
    Posts
    428
    Character
    Chloe Grace
    World
    Cactuar
    Main Class
    Bard Lv 80
    Quote Originally Posted by SethLex View Post
    250 replies, 25 thousand views in 5 days - why is this not answered by SE?
    Because they obviously don't think it's broken, and don't care enough to address it.
    (6)
    Last edited by ChloeGrace; 06-28-2015 at 07:23 PM.

  10. #240
    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 Misery1337 View Post
    Remove WM and give this new skill in its stead.

    Level 52: Focus Fire Each weapon skill used adds a 4% stacking buff of Precision. Precision stacks up to 5 times giving a total of 20% damage buff. Effect lasts for 30 seconds and is cancelled upon movement.

    Level 54: Empyreal Arrow Delivers an attack with a potency of 240. For each stack of Precision, adds 12 more potency giving you a total of 300 potency attack with all 5 stacks of Precision. Using Empyreal Arrow will consume all stacks of Precision. This weapon skill does not share a recast timer with any other actions.

    Rest of the skills remain exactly the same except that they would be free to use without requiring a ridiculous 3 second cast time song.

    Oh and Warden's Paean Cast time reduced to 1 second.
    This is a good place to start.

    To present an alternative, you could keep the idea behind Wanderer's Minuet, but definitely require a redesign. If the devs are hellbent on adding cast times and increasing BRD DPS while using some sort of trade-off, I'd change it to this:

    - Lv52 Wanderer's Minuet: Increases damage dealt by 15%. Cast times are added to select archer and bard weapon-skills. Cannot be used with other songs. Effect ends upon reuse.

    By "select", I mean pretty much Heavy Shot, Misery's End and Wide Volley. You'd still be able to auto attack and everything else would still be instant. To compensate for this, damage reduction on Mage's Ballad and Army's Paeon would go back to 20%. This in effect allows BRD to still stance dance and keep some of the intended mechanics introduced with 3.0 You'd see an increase in DPS, still be able to move most of the time and implement cast times on abilities where it makes sense. So you'd be in WM during the course of a fight until the raid leader calls for Paeon/Ballad, at which point you've be lowering your damage to restore group resources in according to BRDs intended design.

    To go in conjunction with this, I would change Heavier Shot into a proc that does the same called Sharp Eye. Then I would proceed to do this:

    - Lv56 Iron Jaws: Delivers an attack with a potency of 80. Can only be executed while under the effect of Sharp Eye. Additional Effect: If the target is suffering from Venomous Bite or Windbite inflicted by you, the effect timer of each of those skills is reset.

    This in effect turns Iron Jaws into a proc to be juggled. I originally wanted to tie it with River of Blood, but I don't think that would work out since the procs have very different effects.

    Empyreal Arrow and Sidewinder can be left as is.
    (0)
    Last edited by Duelle; 06-28-2015 at 07:29 PM.
    * 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)

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