they already brought that in... (blackmage with enochian)I remember Warrior having this ability waaaay back in 1.0 They were designed to get buffs for the longer you didn't move. It was a stupid design for a melee. I don't think it's a great idea for any class when it could lead to some instances where it is no longer viable to bring those classes due to needing to move often and thus bringing their dps down to such a level where completing content with those jobs becomes more difficult.



I like GB on MCH, can't say anything for BRD as I don't play it.


A lot of the changes in Heavensward for DPS jobs aren't "fun" changes. DRG got random positionals and timer juggling. BLM got timer juggling just to cast their highest tier ice / fire spells (which they always had access to pre-HW) and even more of an incentive to stand still. BRD got cast times for who knows what reason? MCH was going to have them, so bard has to as well. MNK and NIN got some quality of life changes, but MNK's buffs are a carpal tunnel annoyance and NIN still has its underlying mudra lag problem.
I think the only DPS job I can say 100% improved was Summoner because it filled downtime with some useful things to do in HW. I could understand making MCH a new ranged job with cast times, but doing it to bard too? To change the way it fundamentally plays? We've ended up with two physical ranged DPS jobs that provide TP/MP recovery that have a stance that forces cast times. Too much job homogenization going on. MCH and BRD mainly differ in the MCH being more bursty and the BRD being more of a sustained DPS job.
I don't play bard and MCH is only lvl 32 but I'm getting the general idea on why people hate the cast timers on physical DPS which is kinda a bad design one big buff or weapon skill I can understand a cast timer sure but every one with a cast timer and you lose auto attack that seams kinda pointless even if you get a buff to your damage.
Here's my suggestion because people these ability's are going to stay but they could be reworked like this.
Remove the cast timer give back auto attack but don't let it be boosted by WM or GB and instead to balance increase every weapon skill recast time by 2-3 times what it is while in this effect.



Ah yes, Steadfast. If you stayed still for X seconds you attacks become frontal cone attacks. This was the old paradigm for marauders, since Tanaka-era FFXIV wanted them to be more for hitting multiple targets while lancers and gladiators were more single-target.I remember Warrior having this ability waaaay back in 1.0 They were designed to get buffs for the longer you didn't move. It was a stupid design for a melee. I don't think it's a great idea for any class when it could lead to some instances where it is no longer viable to bring those classes due to needing to move often and thus bringing their dps down to such a level where completing content with those jobs becomes more difficult.
Agreed. The difference between BRd and MCH could have been accentuated if MCH had been designed from the ground up with cast times where appropriate and BRD's gameplay had been built upon instead of outright changed. No matter how you look at it, Gauss Barrel and Wanderer's Minuet are not good ideas, even if MCH is designed with it mind while it was forced upon BRD.I think the only DPS job I can say 100% improved was Summoner because it filled downtime with some useful things to do in HW. I could understand making MCH a new ranged job with cast times, but doing it to bard too? To change the way it fundamentally plays? We've ended up with two physical ranged DPS jobs that provide TP/MP recovery that have a stance that forces cast times. Too much job homogenization going on. MCH and BRD mainly differ in the MCH being more bursty and the BRD being more of a sustained DPS job.
Last edited by Duelle; 08-04-2015 at 06:54 AM.
* 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)
Actually the original design for lancer was for them to hit multiple stuff in a line before them im pretty sure if you look you can find the old intended role positions for full party's and such on google images.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.


Reply With Quote


