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  1. #1
    Player
    Xiozen's Avatar
    Join Date
    Jul 2013
    Posts
    83
    Character
    Xio Zen
    World
    Zalera
    Main Class
    Arcanist Lv 90

    Demi-Bahamut's Wyrmwave

    Devs (quality of life suggestion)

    Please consider adding a form of projectile effect (highlighted stream) or other type of visible (with the ability to toggle it on/off) to:

    Wyrmwave
    Lv. 70
    Spell Instant 1.5s - 100y
    0y Deals unaspected damage with a potency of 160.
    Will only execute while Demi-Bahamut is summoned.

    I know for me, as a career smn, it's difficult to see exactly when the wyrmwave executes with all other actions/movements going off during battle in-game.

    Thanks!
    (6)

  2. #2
    Player
    Llugen's Avatar
    Join Date
    Feb 2014
    Location
    Ul'dah
    Posts
    696
    Character
    Zera Vyre
    World
    Midgardsormr
    Main Class
    Black Mage Lv 90
    Bahamut makes a small movement animation (just like Bahamut Prime does in Final Coil of Bahamut - Turn 4... sorry, spoilers) during Wyrmwave, so you can tell you just have to pay a lot of attention.

    A slightly more noticeable animation would be fine, but keep looking for it and practicing the rotation with it, and you'll get the hang of it.
    (1)

  3. #3
    Player
    Blueyes's Avatar
    Join Date
    Jul 2011
    Location
    Gridania
    Posts
    523
    Character
    Blue Plenilune
    World
    Diabolos
    Main Class
    Blue Mage Lv 80
    In terms of quality of life adjustments pertaining to Wyrmwave, personal I would like to see the removal of the current execution requirement which would then be replaced with behavior similar to the turret of a Machinist. Demi-Bahamut would repeatedly execute Wyrmwave against the latest target attacked by the Summoner. (This assumes that they won't make Demi-Bahamut pertain to the normal pet rules of a Summoner.)

    If the reason for locking Aetherflow out from Dreadwyrm Trance had anything to do with shortening the skill gap between players, proper execution of Wyrmwave is even worse. The Wyrmwave interaction is a clunky mechanic, leading to Addle being used as a source of damage which strikes me as unintentional.
    (0)

  4. #4
    Player
    MauvaisOeil's Avatar
    Join Date
    Mar 2017
    Posts
    297
    Character
    Jaghatai Dotharl
    World
    Ragnarok
    Main Class
    Dark Knight Lv 70
    If the reason for locking Aetherflow out from Dreadwyrm Trance had anything to do with shortening the skill gap between players, proper execution of Wyrmwave is even worse. The Wyrmwave interaction is a clunky mechanic, leading to Addle being used as a source of damage which strikes me as unintentional.
    I'm not sure most SMN would agree with the loss of 4 wyrmwave every 2min, even if it will be diluted in the flow. However, it would probably fix some issues regarding SMN tremendous DPS. (which is one thing I hardly get why it's ignored by SE)
    (0)

  5. #5
    Player
    ShaolinMike's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    458
    Character
    Michael Stormcloud
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Xiozen View Post
    Devs (quality of life suggestion)

    Please consider adding a form of projectile effect (highlighted stream) or other type of visible (with the ability to toggle it on/off) to:

    Wyrmwave
    Lv. 70
    Spell Instant 1.5s - 100y
    0y Deals unaspected damage with a potency of 160.
    Will only execute while Demi-Bahamut is summoned.

    I know for me, as a career smn, it's difficult to see exactly when the wyrmwave executes with all other actions/movements going off during battle in-game.

    Thanks!
    Agreed. It's definitely hard to watch for Bahamut's Elvis impersonation hip thrusts while crap is happening all around you.
    (0)

  6. #6
    Player
    Nemekh's Avatar
    Join Date
    Mar 2017
    Posts
    308
    Character
    Nemekh Kinryuu
    World
    Odin
    Main Class
    Summoner Lv 90
    I'd much rather being able to see ww's cooldown on an icon (or part of the gauge) like we can see other actions than having it be more directly visible on Bahamut.

    There's a lack of visibility in knowing which actions are definitely triggering the next wyrm wave that really could be improved upon.
    (1)

  7. #7
    Player
    Llugen's Avatar
    Join Date
    Feb 2014
    Location
    Ul'dah
    Posts
    696
    Character
    Zera Vyre
    World
    Midgardsormr
    Main Class
    Black Mage Lv 90
    I mentioned the same in the other thread, but the idea of Bahamut using Wyrmwave when you do a DAMAGE attack (so not Addle, but maybe Tri-Disaster could be an exception) is fine, but during Bahamut Ruin II should automatically be upgraded to Ruin IV the whole time, and his hesitation to use the skills while moving needs to be fixed immediately (as well as the Akh Morn "ghosting")


    I'll also say again from the other thread that SMN is insanely powerful right now and needs a nerf MUCH sooner than it needs any more quality of life or buffs. So yep.
    (0)

  8. #8
    Player
    Geowulf's Avatar
    Join Date
    Jun 2013
    Posts
    3
    Character
    Geoffrey Vagari
    World
    Hyperion
    Main Class
    Scholar Lv 70
    Would a user macro with /macroicon <wyrmwave> be helpful to see if it's been used? I had to do make something like that and place it next to my character on another job earlier.
    I don't play summoner and i'm not sure why you need to watch for wyrmwaves. Ruin IV procs maybe? -I really wanna see if the game doesn't let you do this for some reason, but it's down for maintenance atm.
    (0)

  9. #9
    Player Neela's Avatar
    Join Date
    Apr 2015
    Location
    Bevelle, Besaid Island
    Posts
    1,710
    Character
    Flower Girl
    World
    Zodiark
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Geowulf View Post
    Would a user macro with /macroicon <wyrmwave>
    I don't play summoner and i'm not sure why you need to watch for wyrmwaves. Ruin IV procs maybe?
    wws are kind of autoatks from bahamut which have a short cd like every skill (backdrop: their cd isn't visible in your xbar) - the fact that they are bind to your own actions forces you to keep being aware if he triggered a ww or not. if you spam your own skills while ww is on cd you create a dps loss in your burst phase. Ruin iv procs are visible ever since.

    so a visual that makes the wws more clearly would be nice in someway... could be an animation or just a blinking red eye on the trance gauge - doesn't really matter how but yeah that would made live quality even easier ^^
    (1)
    Last edited by Neela; 10-27-2017 at 08:18 PM.

  10. #10
    Player
    Semmi's Avatar
    Join Date
    Feb 2016
    Posts
    43
    Character
    Rebecca Serenade
    World
    Gilgamesh
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Llugen View Post
    I'll also say again from the other thread that SMN is insanely powerful right now and needs a nerf MUCH sooner than it needs any more quality of life or buffs. So yep.
    Until I see SMN as a regular occurrence for speedkills, I'm going to disagree here. NIN needs to be brought down, and the synergy between DRG, BRD, and MCH needs to be toned down by removing Disembowel (and not compensate BRD or MCH for the loss associated with not having it since they bring a fair amount of both offensive and defensive utility).

    On topic, Bahamut really needs better AI. We spam Ruin 2 while he's active due to how Wyrmwave works, but at the same time we are at our least mobile point in our rotation because movement messes with Bahamut's AI and causes him to delay Wyrmwaves and especially Akh Morn. He should really prioritize using skills over moving.
    (0)

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