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  1. #1
    Player
    Khalithar's Avatar
    Join Date
    May 2015
    Posts
    2,555
    Character
    Khalith Mateo
    World
    Mateus
    Main Class
    Paladin Lv 100
    For nin, I would change Doton to have the same potency but a shorter duration so that immediately recasting it when mudra cooldown is up doesn't clip the last 1-2 ticks. I'd also make Huton a passive trait you get when you get your third mudra, and change Armor Crush in to something more interesting.

    For tanks, remove the damage penalty on tank stance entirely while locking defensive cooldowns behind it and adding more powerful active mitigation tools to it to make you want to be in tank stance more while also making the gameplay much more engaging for the tanking role.

    For brd/drg/mch, get rid of straight shot/heavy thrust/hot and fold their damage boosts in to the job or add the buffs to their normal dps rotation in the same way sam's buffs/debuffs naturally fall in to it's Sen generation as a baseline.

    For smn, I'd just add a 1-2 minute cooldown that instantly does the remaining damage of their dots on the target instantly while consuming the dots at the same time (little hard to word it, I think you get the basic idea though) so a smn that knows a fight really well can use it before certain jump mechanics and not waste dps uptime.

    For blm, I'd turn Enochian in to a passive and remove the timers on astral/umbral. I'd also have Fire 3/Blizzard 3 replace Fire 1/Blizzard 1 respectively while maintaining the same casting time/mana cost as their level 1 variants.
    (2)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,881
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Khalithar View Post
    For brd/drg/mch, get rid of straight shot/heavy thrust/hot and fold their damage boosts in to the job or add the buffs to their normal dps rotation in the same way sam's buffs/debuffs naturally fall in to it's Sen generation as a baseline.
    I feel like this would leave Bard with essentially just one weaponskill being used for 11 out of 12 GCDs... Neither Bard no Machinist really has any rotational strings by which one can time or prioritize buffs as Attack Speed falls into Ka or Damage into Getsu.

    Personally, I'd like to play around with something far more dynamic, and perhaps even bring in a sense of Bard as having those stronger, really drawn-back shots that Heavensward (poorly) imitated, applied and then uprooted both out of the blue, but for the short term I'd settle simply with a cumulative sort of Critical Strike buff with which for Straight Shot to interact.

    For instance, let's say Archer receives a new gauge-style trait called Focused Aim, with a thus-far unique mechanic, whereby every relative potency of critical strike damage increases your Critical Strike stat, with each application's bonus fading individually—or the total amount degrading—over x seconds. Now, rather than giving Straight Shot a duration of Critical Strike Chance +, it simply has a bonus critical strike chance in itself, which you can use to rapidly ramp up that Critical Strike chance, the idea being that you make sure it's peaked well enough before your high per-execute potency weaponskills.

    Similarly, for Machinist, I'd most like to revise the Heat Gauge mechanic, making it more dynamic and offering more player control by which to make use of their ammunition banking and other tools. This would require some rather hefty changes to the Heat Gauge itself, causing it to cool over time (at an rate increasing as Heat increases), and granting damage and attack speed bonuses with that applied Heat, but in this scenario Hot Shot couldn't be any simpler: it's your pure Heat generator, used to ramp up incredibly quick if you need the early Damage and especially Attack Speed bonuses, or to peak Heat just before unloading your oGCD or auto-proccing arsenal.

    Quote Originally Posted by Khalithar View Post
    I wanted to add, for things like Heavy Thrust, Hot Shot, Straight shot, and Huton (i.e. buff moves that fall outside your damage rotation) I refer to those as "maintenance buffs." I am all for scrapping every single last one of them entirely or (failing that) putting them in the base damage rotation in the same vein as Samurai. Samurai is the only time I actually haven't minded those sorts of buffs on something I play.
    I'd argue that's because they're not just "maintenance buffs" on Samurai, at least for when returning to uptime under abnormal circumstances. I'd also caution against placing any of these buffs in the "normal rotation" of a weaponskill kit as bimodal as Dragoon's. You'd essentially lose what few choices you have over opening your combo (just imagine if it was tied to either Disembowel or Vorpal Thrust). It would be better at that point to adjust potencies outright, though it would come at the cost of one of the few—or, the only—mental calculation(s) every involved in DRG WSs.
    (0)
    Last edited by Shurrikhan; 12-01-2017 at 04:20 AM.

  3. #3
    Player
    Khalithar's Avatar
    Join Date
    May 2015
    Posts
    2,555
    Character
    Khalith Mateo
    World
    Mateus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Shurrikhan View Post
    I feel like this would leave Bard with essentially just one weaponskill being used for 11 out of 12 GCDs... Neither Bard no Machinist really has any rotational strings by which one can time or prioritize buffs as Attack Speed falls into Ka or Damage into Getsu.
    That's why I'm saying fold the buffs in to their songs or add a different effect like: Enhanced stings- You gain x% crit so long as you have a DoT active on a target. Now I hear your concern about the single weapon skill, I'm going to disagree with you on it for Mch because, while they don't have that set rotation, they DO have ammo every 15 seconds (I think, is it 15? I can never remember) which opens up their options a little. Now as for brd and a single weaponskill, I don't think that's a bad thing and we should consider all of brd's abilities at level 70 where it matters. By that point they have all their DoTs and oGCD effects and cooldowns to manage. Even if we argue the loss of straight shot, by 70 it's only there to maintain a buff as any proc for it you will always want to spend on RA.

    But let's take it another route instead of scrapping the ability. Let's make the crit buff passive (I will ALWAYS say it should be passive and will never change my mind, just a heads up) and turn Straight Shot in to a proc only ability with a high potency and then at 70 have the button turn from straight shot in to RA. Thereby teaching the new player at an early level to learn to watch for procs and use them, an essential skill for later on which would, in my opinion, make the class/job more intuitive. Would that be acceptable as a fair compromise? Make the button push exciting rather than "oh my buff is falling off soon, better hit that button."


    Quote Originally Posted by Shurrikhan View Post
    I'd argue that's because they're not just "maintenance buffs" on Samurai, at least for when returning to uptime under abnormal circumstances.
    You are correct in that they aren't quite the same as "maintenance buffs," rather my point was that if we absolutely have to have them and have no choice in the issue, make them a normal part of the rotation as Samurai does. In my opinion, that's better than having to stop my DPS rotation to push an extra button for a single buff.

    Quote Originally Posted by Shurrikhan View Post
    I'd also caution against placing any of these buffs in the "normal rotation" of a weaponskill kit as bimodal as Dragoon's. You'd essentially lose what few choices you have over opening your combo (just imagine if it was tied to either Disembowel or Vorpal Thrust). It would be better at that point to adjust potencies outright, though it would come at the cost of one of the few—or, the only—mental calculation(s) every involved in DRG WSs.
    I know you value player choice and agency and it's one of the most important things to you, having interesting choices and calls to make and such. But I don't agree on keeping that in the rotation and I've mentioned this before to you but I'll bring it up, say we get rid of Heavy Thrust right now (and buff drg moves the appropriate amount so they don't lose dps), what's really lost in that situation? What does that really look like? I'll tell you, when they get to a boss, the first button they hit ends up being the Impulse Drive combo instead of Heavy Thrust followed by the Impulse Drive combo. It's one extra GCD every 24(?) seconds for the drg, now it would be a net dps gain no doubt but that's why they can always tweak numbers. Having choice for it's own sake is not good design in my view.

    Side note, slowly but surely I've noticed them moving away from choices in rotations and that things are slowly becoming more and more static. Pld, drk, sam, blm, and mnk are the ones that come to mind lately. Maybe it's just me.
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    Last edited by Khalithar; 12-16-2017 at 01:43 AM.