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  1. #1
    Player
    Cirgellon's Avatar
    Join Date
    Mar 2015
    Posts
    185
    Character
    Cirgellon Dailemont
    World
    Behemoth
    Main Class
    Archer Lv 70
    Quote Originally Posted by Reinha View Post
    You misunderstood my point. Let me elaborate. In my opinion, WM should have been something like this:

    Wanderer's Minuet
    Cast Time: 3s
    Cooldown: 2.5s
    Description: Increases your damage by X%. MP is drained while singing. Effect ends upon reuse. Cannot be used with other songs.

    I really like this type of idea. They could also add another good support song or two making bards mp management a huge part of the class.

    I don't mind being support and I don't mind doing less damage than other classes. The damage can't be so low that we are almost useless (no WM right now) and I don't want cast times. That's all I ask for. Respectable damage while leaving the class to play like it always has.
    (5)

  2. #2
    Player
    AdamFyi's Avatar
    Join Date
    Feb 2014
    Posts
    973
    Character
    Adam Fylrmyn
    World
    Siren
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Cirgellon View Post
    That's all I ask for. Respectable damage while leaving the class to play like it always has.
    You can't have absolute mobility and good damage. That's way too overpowered and difficult to balance around. You also have to balance around group content. If their damage isn't good enough, they may get excluded in favour if Machinist.
    (5)

  3. #3
    Player Wavaryen's Avatar
    Join Date
    Jan 2015
    Posts
    715
    Character
    Teladi Bishop
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by AdamFyi View Post
    You can't have absolute mobility and good damage. That's way too overpowered and difficult to balance around. You also have to balance around group content. If their damage isn't good enough, they may get excluded in favour if Machinist.
    What? So other mmos who have the same concept and a better combat system is op because of freedom of movement?


    People need to get over it. Classes should be about play style, Harder Easier none of that matters, what matters is fun, and what they bring to a group.
    (6)

  4. #4
    Player
    UBERHAXED's Avatar
    Join Date
    Aug 2013
    Posts
    700
    Character
    Seraph Khalid
    World
    Faerie
    Main Class
    Summoner Lv 60
    Quote Originally Posted by Wavaryen View Post
    What? So other mmos who have the same concept and a better combat system is op because of freedom of movement?


    People need to get over it. Classes should be about play style, Harder Easier none of that matters, what matters is fun, and what they bring to a group.
    No they should be about balance. It's a good thing that no one on the development team shares this terrible opinion and actually think about content balance and class balance.
    (4)

  5. #5
    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 UBERHAXED View Post
    No they should be about balance. It's a good thing that no one on the development team shares this terrible opinion and actually think about content balance and class balance.
    You can have classes with different gameplay styles performing equally or close to equally in content. Making classes mechanically similar is a shortcut, and a bad one at that.

    The balance to ARC/BRD gameplay was that despite constantly using abilities and being able to attack while moving, their damage per skill was low compared to other jobs. That was sort of the point. BRD = steady trickle of water. BLM = bucket of water. Or are you going to tell me that a Bloodletter/Misery's End crit was anywhere near the same postal code as a crit Fire III or Flare?
    (3)
    Last edited by Duelle; 07-11-2015 at 03:33 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)

  6. #6
    Player Wavaryen's Avatar
    Join Date
    Jan 2015
    Posts
    715
    Character
    Teladi Bishop
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Duelle View Post
    You can have classes with different gameplay styles performing equally or close to equally in content. Making classes mechanically similar is a shortcut, and a bad one at that.

    The balance to ARC/BRD gameplay was that despite constantly using abilities and being able to attack while moving, their damage per skill was low compared to other jobs. That was sort of the point. BRD = steady trickle of water. BLM = bucket of water. Or are you going to tell me that a Bloodletter/Misery's End crit was anywhere near the same postal code as a crit Fire III or Flare?

    I stop trying to use logic.
    (0)

  7. #7
    Player
    Rikkustrife's Avatar
    Join Date
    Aug 2013
    Posts
    337
    Character
    Overlord Rikkustrife
    World
    Diabolos
    Main Class
    Archer Lv 65
    Quote Originally Posted by AdamFyi View Post
    You can't have absolute mobility and good damage. That's way too overpowered and difficult to balance around. You also have to balance around group content. If their damage isn't good enough, they may get excluded in favour if Machinist.
    How is it overpowered if we don't do more damage than the other classes?
    Bard is easier to play with minuet on, since it's slower and no auto attacks so can face away from boss with no damage loss, so get good doesn't really make sense.
    and they should be balanced, but balance should not come at the expense of fun
    (2)
    Last edited by Rikkustrife; 07-11-2015 at 10:20 AM.

  8. #8
    Player
    UBERHAXED's Avatar
    Join Date
    Aug 2013
    Posts
    700
    Character
    Seraph Khalid
    World
    Faerie
    Main Class
    Summoner Lv 60
    Quote Originally Posted by Rikkustrife View Post
    How is it overpowered if we don't do more damage than the other classes?
    Bard is easier to play with minuet on, since it's slower and no auto attacks so can face away from boss with no damage loss, so get good doesn't really make sense.
    and they should be balanced, but balance should not come at the expense of fun
    They said in the very first sentence (and I even mentioned it before the live letter) that the reason for the change was that bards had an advantage in doing mechanics? How can the scale the difficulty of fights as our gear get better? Make more mechanics that require you to move around, which hurts every class other than bard? Make more DPS checks, which in that case people will just drop every class but melee from their groups? You don't even use this "freedom of movement" to do anything. What were you even doing when you could (and still can BTW, 1 cast doesn't consume the entire GCD unlike other classes) move between attacks?
    (1)

  9. #9
    Player
    AdamFyi's Avatar
    Join Date
    Feb 2014
    Posts
    973
    Character
    Adam Fylrmyn
    World
    Siren
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Rikkustrife View Post
    How is it overpowered if we don't do more damage than the other classes?
    Please read the post of the person I was replying to, thank you. Plainly put, the suggestion isn't balanced at all. Consuming your own resource for increased damage sounds like a good idea on paper, but in practice, it's a liability and most likely cause Bards to be excluded. Now if we were to try to put something balanced that fits with the Bard want, it would be something like this;

    LV58 The Wanderer's Paeon (Cooldown: 70 seconds)
    The next 5 Weaponskills will be Instant and have potency reduced by 20. Damage Over Time effects are unaffected.
    Can only be used under the effect of Wanderer's Minuet.
    Additional Effect: Critical hits will increase the stacks of Wanderer's Paeon up to a maximum of 5 stacks.
    Duration: 60 seconds
    LV12 Bloodletter (Cooldown: 15 seconds)
    Delivers an attack with a potency of 150.
    Shares a recast timer with Rain of Death.
    Additional Effect: Increases stacks of the Wanderer's Paeon.
    (1)