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  1. #31
    Player
    bswpayton's Avatar
    Join Date
    Sep 2016
    Posts
    1,918
    Character
    Nic Pay
    World
    Exodus
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Vexander View Post
    Yes, bec.
    I see many areas where they can combine dps abilities. But for tanks or healers if u combine a df cool down to me that's losing a df cool down no matter how good it is. Same with heals they combine heals that's one heal lost. It's very worrisome, drk pali needs everything they have.
    (0)

  2. #32
    Player
    Limecat's Avatar
    Join Date
    Dec 2012
    Posts
    1,359
    Character
    Limecat Indignatio
    World
    Hyperion
    Main Class
    White Mage Lv 90
    I'm personally guessing there'll be three, but I'm much more interested in how abilities will get squashed. Some of the DPS spells are pretty easy. Thunder I, II, and III get turned into just Thunder, with traits that alter the potency and add on the additional effects of later tiers. Stone and Ruin can get the same treatment. The Aero, Blizzard, and Fire lines can be split into Spell and Spellga, for the single and AoE flavors. The one issue I'd see arising is that MP cost will need to be adjusted downward, to prevent not-BLM from burning all their resources from what will amount to Spell III spam(or give us some readily craftable ethers that kick like a mule to allow major MP sustain).

    Non-magic ones are the trickier part, since so much of it involves unique abilities you need to keep ready for emergencies, for combos, or OGCD weaving. Some combos could probably be turned into an adaptive thing where in addition to the specific action hotkeys you can also set a chain button that automatically is ready to use the next part of the combo when pressed again(and if you want to get really fancy could be set up to only do it when a proc kicks in). Damage stuff can be mingled a bit. Like, I can see doing something like taking Wildfire and making it a trait that gives a smaller potency boost, so that the overall damage ends up mathing out the same over time. Spineshatter Dive could become a trait of Jump, acting as a buff that regenerates after 60 seconds and makes the next Jump a freebie that doesn't put it on cooldown. The junk skills like Feint and Keen Flurry can be thrown out entirely with no replacement, or if they have desired applications in PvP, turn them into PvP-only skills.

    I think some of the other general stuff needs adjusting to the levels you get it. In particular, all tanks should have their tanking stance by Lv18. I don't play tank jobs, but even I can see how absurd it can get during some level ranges for them. This would also open the door for something else I've come to love in other games the last few years; letting players use all learned spells/skills no matter what level they're synced to for such-and-such content. Biggest problem in XIV right now with something like that is that tanks would have a lot of trouble keeping up with everything the pt can dish out. On a more personal note, CNJ/WHM wants Shroud of Saints at 18, since it has the most problems with MP, compounded by having its main tool for refresh so far down the line. The enmity effect could become a Lv38 trait, if needed. Or again, roll out much better ethers.
    (1)
    Last edited by Limecat; 05-05-2017 at 09:51 AM.

  3. #33
    Player
    Bacent's Avatar
    Join Date
    Nov 2013
    Location
    Kweh
    Posts
    1,834
    Character
    Bacent Rekkes
    World
    Famfrit
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Jonnycbad View Post
    Some examples I can think of for DRG:

    -Remove Disembowel's Piercing Resistance Debuff
    Then bards do less damage.
    (0)

  4. #34
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Jonnycbad View Post
    Some examples I can think of for DRG:
    Dragoon dies at raid level if you remove Disembowel's piercing. That basically means all it offers for utility is Battle Litany, which doesn't come remotely close to making up the difference of a Summoner's DPS. You'd be better off merging the effect of Phlebotomize in this scenario or just ditch Piercing Talon. I also suspect we'll lose Mercy Stroke. So that frees up a slot.
    (0)

  5. #35
    Player
    LalaRu's Avatar
    Join Date
    Nov 2013
    Location
    Limsa Lominsa
    Posts
    2,408
    Character
    Mi An
    World
    Phantom
    Main Class
    Paladin Lv 80
    If the base skill slot changes to the combo one when triggered, we will have one less slot to use. System used somewhere else. More combo from same base, you continue to slot them as we do now.
    (0)

  6. #36
    Player
    Archchancellor's Avatar
    Join Date
    Sep 2013
    Posts
    127
    Character
    Girl Cat
    World
    Cactuar
    Main Class
    Archer Lv 100
    I would like to add one thing to this topic. Each job as about 5 or 6 PVP actions as well.
    (0)

  7. #37
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,249
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    Well too bad for you, they're removing Cross-Class skills in 4.0 anyway, so your point is moot lol
    (0)

  8. #38
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,249
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    Quote Originally Posted by Bourne_Endeavor View Post
    Dragoon dies at raid level if you remove Disembowel's piercing. That basically means all it offers for utility is Battle Litany, which doesn't come remotely close to making up the difference of a Summoner's DPS. You'd be better off merging the effect of Phlebotomize in this scenario or just ditch Piercing Talon. I also suspect we'll lose Mercy Stroke. So that frees up a slot.
    Which is why they would buff up their potencies to make up for it.


    Yoshi said he would get rid of things that debuff the mob to enhance damage and replace with self buffs or generic Vuln ups.
    (0)

  9. #39
    Player
    Istaru's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    699
    Character
    M'telihgo Feilyon
    World
    Faerie
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by bswpayton View Post
    I see many areas where they can combine dps abilities. But for tanks or healers if u combine a df cool down to me that's losing a df cool down no matter how good it is. Same with heals they combine heals that's one heal lost. It's very worrisome, drk pali needs everything they have.
    Don't worry too much, just like DPS jobs they will change your precious tank and healer jobs in a way that they see fit. Agree or disagree, it's probably a bit too late for the changes that are coming.
    (0)
    #GetSelliBack2018

    Reading too much of the forums makes me very sad and apathetic.

  10. #40
    Player
    bswpayton's Avatar
    Join Date
    Sep 2016
    Posts
    1,918
    Character
    Nic Pay
    World
    Exodus
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Istaru View Post
    Don't worry too much, just like DPS jobs they will change your precious tank and healer jobs in a way that they see fit. Agree or disagree, it's probably a bit too late for the changes that are coming.
    Thats truely sad If i lose one defensive cooldown im gona be pissed off you need them all to tank witout tank stance on. But your right nobody asked for wm and we got that bs so Im sure some stuff is gona piss people off for sure
    (0)

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