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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Alistaire View Post
    It could also mean combining certain things, like if they put the damage buff of monk's Twin Snakes onto True Strike there'd be no reason to have both.

    When you have moves like Fracture which even for their main job are a dps loss unless you have several buffs active and not enough time remaining on the buffs for another fell cleave there's somethin wrong there.
    Alternatively, you would then break the 3 skills per stance basis of Monk and nerf its skill cap and potency-per-execute dynamics.

    Fracture could actually be made newly useful for DRG and useful in all but a few situations for WAR by: (1) fixing Skill Speed (reduce TP refresh and bonus ticks by 20% but have them go off per the player GCD, or at a rate equal to the base / pre-accelerated GCD), and (2) adding just 5 more periodic potency, and possibly 10 more TP cost to compensate.

    At OP:
    Any post-WM/GB Ranged would be hard-pressed not to find a regular use for Feint, and you absolutely use Thunder I and II even after gaining Thunder III. I would hope such functionality is not likely to be trimmed, especially without a replacement.

    I'm hoping that rather than trimming abilities as a first pass, it will be the finishing touch instead on a systemic rehaul to allow more control and decision with each keystroke. Thunder (I through III) could easily be a tiered charge instead, as the spells are otherwise unvaried, therefore keeping all three, but within a single button. At present, Perfect Balance is the only thing keeping Monks from merely using 3 keys to hold all 9 primary (stanced) weaponskills; either the stance concept itself should be revisited, Perfect Balance's cooldown revised to make it seem a more frequent part of play (rather than just an opener or emergency burst), or the way Perfect Balance works, maybe paired with Form Shift, should be adjusted to allow the use of 3 keys for the 9 abilities. The same can be said for every combo; if there's no viable reason to leave a combo early, then that whole combo is essentially one ability, its finisher, and would normally make sense to condense into a single key. This is of course more the case for Dragoon than, say, Ninja.

    Reassessment of how certain mechanics work is another potential path, such as by making no enemy completely immune to any given debuff, but that debuff acting in other, less potent ways, adding elemental mechanics, revising how RNG mitigation and their abilities work (Dodge; Featherfoot) as to be more smarter and more reliable without necessarily being more powerful overall.
    (2)

  2. #2
    Player
    Alistaire's Avatar
    Join Date
    Sep 2013
    Posts
    2,980
    Character
    Your Character
    World
    Sargatanas
    Main Class
    Blue Mage Lv 60
    Quote Originally Posted by Shurrikhan View Post
    Alternatively, you would then break the 3 skills per stance basis of Monk and nerf its skill cap and potency-per-execute dynamics.
    And?

    Twin Snakes and True Strike are the same form. You alternate them, 1 to keep the buff up, and the other for the higher damage. If you added the buff to the higher damage one you'd just always use that 1 skill for raptor form. So what if combining them lowers the skill needed to play it; SE's already said they want to do that for jobs. As for potency per gcd, no, it'd raise it, because Twin Snakes is lower potency, so putting the buff on True Strike would just mean using the higher potency move each time. Your wording is a bit strange though so if you mean something else by "potency-per-execute" idk, but refer to what SE's said. They want buff management simpler, they want skill needed for max efficiency to be lower, and they want skill bloat down. Win-win-win for that example. There is literally nothing MNK would miss out on by putting the damage buff on True Strike and ditching Twin Snakes. Even the level difference, since True Strike is level 2 there wouldn't even be an awkward level while levelling. Could even make it a trait @ the level we get Twin Snakes to keep PUG from being OP from lv 2 to 18 lol.
    (1)

  3. #3
    Player
    Balipu's Avatar
    Join Date
    Sep 2014
    Location
    Gridania
    Posts
    2,084
    Character
    Tea Mysidia
    World
    Phoenix
    Main Class
    Rogue Lv 90
    Quote Originally Posted by Shurrikhan View Post
    The same can be said for every combo; if there's no viable reason to leave a combo early, then that whole combo is essentially one ability, its finisher, and would normally make sense to condense into a single key. This is of course more the case for Dragoon than, say, Ninja.
    As a ninja I don't agree. Altough I'm sure the savage raiders will tell me why I'm wrong but I think the ninja combos are very bad. Currently you need to keep up Dancing Edge, Mutilate, Huton (via armor crush) and Shadow Fang if you want optimal damage. DE, AC and SF are all at the ends of different combos. All in all you have to execute NINE abilities, just to reapply said effects. I'd much rather spend my time junping around, throwing ninjutsu and using new tricks like traps and transformations that I hope we will get. I personally would put DE, AC, and SF into one single combo chain and let the player do ninja stuff while the efffects are in no danger of running out (a little over 10 seconds)

    Also for ninja: I really don't think we need two poisons. They aren't different enough. Give one the bonus effect of both and let the other go. Hyoton is a PVP skill. Move it away. I understand that with hal a dozen buffs and bad latency, Fuuma Shuriken is better than Raiton, but to apply Dacing Edge for example you need to be in melee range anyway, so maybe it would be better to give it a damage bonus based on range from the target. You know, to warrant casting it from 25 yards away as was no doubt originally intended.
    (0)