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  1. #381
    Player
    Hysterior's Avatar
    Join Date
    Jun 2012
    Location
    Ul'dah
    Posts
    2,439
    Character
    Larek Darkholme
    World
    Gilgamesh
    Main Class
    Sage Lv 100
    Quote Originally Posted by Kolsykol View Post
    Maybe this is an unpopular opinion, but I'd like to see less skill bloat...
    I don't think that there needs to be basically 58315159 buttons that do the same thing.
    Like just have Jolt 2 turn into Impact instead of them being separate buttons for example.

    Fleche and Contre Sixte could just be combined into one bigger hitting ability too.
    Having too many buttons to press unnecessarily for the sake of having more buttons just ends up feeling awkward imo.
    While I agree for some jobs (Hello Scholar), I don't agree for RDM. I don't really see what could be removed from RDM to keep that gameplay intact to be honest.
    (1)

    Larek Darkholme @ Ragnarok

  2. #382
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Hysterior View Post
    While I agree for some jobs (Hello Scholar), I don't agree for RDM. I don't really see what could be removed from RDM to keep that gameplay intact to be honest.
    Jolt turns into Impact while under Impactful.

    Riposte > Zorro > Redoublement as you use each skill (Sort of like how PvP combo's work for melee jobs)

    Verthunder/Veraero > Verflare/Verholy after doing the enhanced melee combo.

    Corps-a-Corps > Displacement after use.

    That's 6 skills taken out with little to no impact on the job.

    Scrap Tether for a 7th skill.

    Roll Diversion into Embolden. For another skill removed.

    Maybe Lucid Dreaming into Manafication? Though this change would have some more notable effects on gameplay.

    But that's up to 9 buttons you've saved on RDM.
    (2)

  3. #383
    Player
    Kurando's Avatar
    Join Date
    Mar 2017
    Posts
    2,240
    Character
    Ku Rando
    World
    Alpha
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Kalise View Post
    snip.
    The only valid thing is Jolt II and Impact sharing, everything else isn't really necessary. PvP type combos are not coming to PvE, as confirmed by Yoshi, and players like to have Corps-a-Corps and Displacement seperate as it depends on the situation on when to use them. RDM doesn't have hotbar issues so not a big deal to change so much.
    (2)

  4. #384
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Kurando View Post
    The only valid thing is Jolt II and Impact sharing, everything else isn't really necessary.
    Technically button reduction isn't necessary at all.

    It is however, a possibility.

    All the things I mentioned *Could* happen and would have minor impacts on gameplay.

    Quote Originally Posted by Kurando View Post
    PvP type combos are not coming to PvE, as confirmed by Yoshi
    Genderlocked races are not coming to the game again. As confirmed by Yoshi.

    ...

    Oh wait!

    Blue Mage is not coming to XIV as confirmed by Yoshi.

    ...

    Oh wait!

    Also, the fact that RDM isn't like melee jobs and only uses its combo every so often rather than spamming it 24/7 as a filler suggests that they might be more easily given that sort of treatment compared to the melee jobs who would as a result spend a majority of their time just spamming a single button.

    Quote Originally Posted by Kurando View Post
    players like to have Corps-a-Corps and Displacement seperate as it depends on the situation on when to use them.
    Okay...

    So make it CaC when at a distance and Displacement when in melee range.

    Quote Originally Posted by Kurando View Post
    RDM doesn't have hotbar issues so not a big deal to change so much.
    I know, but just because it isn't such a "Big deal" to change much, doesn't mean it can't happen.

    I was really just pointing out to the above poster whom said they couldn't see what could be changed to reduce RDM's button usage. All those things *Could* be changed, if SE felt that they wanted to add in extra skills or wanted to prune ALL jobs button usage down to a minimum.
    (4)

  5. #385
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Kurando View Post
    The only valid thing is Jolt II and Impact sharing, everything else isn't really necessary. PvP type combos are not coming to PvE, as confirmed by Yoshi, and players like to have Corps-a-Corps and Displacement seperate as it depends on the situation on when to use them. RDM doesn't have hotbar issues so not a big deal to change so much.
    People change their minds.
    (1)

  6. #386
    Player
    Kolsykol's Avatar
    Join Date
    Jul 2015
    Posts
    3,024
    Character
    Aelona Chillwind
    World
    Lich
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Mansion View Post
    I'm with you, but RDM is one of the jobs with the less buttons actually. We all kind of agreed Impact should proc on Jolt II, and perhaps after Enchanted Redoublement, VerHoly and VerFlare could proc on VerAero and VerThunder. But that's just quality of life. The problem is trimming too much might end up in the job feeling to brainless to play (which is already almost the case with casual Red Mage)
    I like having Flèche and Contre de Sixte as separate abilities though, they flow in the rotation quite nicely.
    I don't feel like '' more buttons = more complexity '' tho.
    With RDM they're already very simple, having more buttons to press doesn't change that.

    The way that I feel about it is basically just that I have a set of buttons that I have set aside for my dps rotation, and with RDM I've run out of buttons and have to use other buttons that makes the rotation feel like it flows less good.
    I am not saying that they should trim them a lot, just a little.
    Like there's no reason why Jolt 2 and Impact should require me to use two keybinds really. And the keybind that I use for Impact I could use for another ability that I use often in my rotation to make my rotation feel like it flows better.
    It doesn't make it more complex, it just makes it more bloated.
    (1)

  7. #387
    Player
    Kolsykol's Avatar
    Join Date
    Jul 2015
    Posts
    3,024
    Character
    Aelona Chillwind
    World
    Lich
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Kalise View Post
    Jolt turns into Impact while under Impactful.

    Riposte > Zorro > Redoublement as you use each skill (Sort of like how PvP combo's work for melee jobs)

    Verthunder/Veraero > Verflare/Verholy after doing the enhanced melee combo.

    Corps-a-Corps > Displacement after use.

    That's 6 skills taken out with little to no impact on the job.

    Scrap Tether for a 7th skill.

    Roll Diversion into Embolden. For another skill removed.

    Maybe Lucid Dreaming into Manafication? Though this change would have some more notable effects on gameplay.

    But that's up to 9 buttons you've saved on RDM.
    I think that stuff like Corps-a-Corps and Displacement should be separate tho, because they do have some situational utility.

    I am not saying that stuff like that should be combined, but Jolt 2 and Impact have no separate situational utility.
    So I see no reason as to why they shouldn't be combined.
    (0)

  8. #388
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Alright, just did a deep scan of the VoD from the Live Letter to catch some glimpses of spell descriptions, bear in mind they specifically said all damage numbers are yet to be adjusted so I'm trying to measure relatively to understand the intent:
    • New Enchanted melee skill, "Reprise": not part of any combo, Enchanting consumes 10 Mana of either type, but the Enchanted version appears to be a ranged attack; unknown at this time what other effects enchanting has, if any
    • New melee CD "Engagement" shares a recast timer with Displacement, doesn't backstep but deals about 25% less damage; note that Corps-a-corps and Displacement still deal damage and otherwise appear unchanged
    • Scatter appears to be done away with, Impact is now a longcast AoE skill instead that generates 3(?) mana of each type and no longer requires Impactful
    • Two new shortcast AoE skills added, confusingly ALSO named Veraero and Verthunder (no name iterations like "II" or anything); each generates 7 mana of their respective types, don't seem to have any further effects (ie no Stone/Fire procs) but appear to be available at fairly low levels like Scatter was (Note that this new "Veraero"'s tooltip claims it does unaspected damage, so call it a WIP)
    • Manafication appears to be some kind of 10 second buff in addition to its ability to double your Mana, although he never moused over it so I couldn't see the buff's effects
    • The single-target Veraero and Verthunder now turn into Verholy and Verflare, respectively, upon completing a melee combo
    • Finishing the combo and casting Verholy turned Jolt II into a new spell called "Scorch", an instant attack ("Verfoul" as it were) which seems to generate 7 mana of each type; Verholy crit for ~40k while Scorch did a standard hit for about 32k, so I would assume Scorch hits harder base? Until proven otherwise I will also assume Verflare procs it too.
    • Verraise still appears to consume 24% of MP, though he didn't mouseover so I can't say if there's any type of CD
    • Enchanted Moulinet cost reduced to 20 Mana of each type, but the new Impact appears to hit a bit harder than it
    • Mana Shift's gone; casters only have 4 role actions: Addle, Lucid Dreaming, Swiftcast and Surecast
      EDIT: Lucid Dreaming has had its CD halved, while Surecast's was quadrupled
    So... good news is our AoE changed at least.
    (5)
    Last edited by Archwizard; 05-25-2019 at 05:16 AM.

  9. #389
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Continuing from this, some disappointments, hopes and concerns I have:
    • First: I'm actually pretty excited for how our AoE rotation will work now, since it's basically the total inverse of our single-target.
    • ... that being said, doesn't that mean our AoE rotation slows down a little once do we gain Impact? Hoping that changes.
    • Engagement's heart is in the right place, but costing us DPS to use just makes smaller arenas feel like a targeted damage penalty towards us.
    • Reprise is an interesting idea, but unless it gives us more than "Scathe, at a price" it also will be avoided as often as we can help it. It honestly seems very odd that two of our five advancements are spent on "optimally, you'll never use this because you have better skills for all other intents and purposes" niche skills -- and I'm concerned the other two besides Scorch will just be minor traits that don't change our gameplay at all.
    • Really hoping Scorch isn't an AoE skill. Doing an entire single-target melee combo to unlock an AoE spell when we have a perfectly good AoE melee attack that could never do so, would be jarring.
    • From an aesthetic standpoint: I don't mind moving Impact, but why'd they give us another Verthunder and Veraero when we have room for Verwater and Verblizzard? I mean, the visual effects look good but the names and technical effects are very, very confusing.
    • No word whatsoever on what happens to Verraise since it still costs just as much, which I would think would be all over Yoshi P's mind presenting us. Gonna call the leaks about us fake until we hear otherwise.
    • ... which means our MP concerns are still exactly the same as before, just without Mana Shift eating us.
    (2)
    Last edited by Archwizard; 05-24-2019 at 03:40 PM.

  10. #390
    Player
    SaberMaxwell's Avatar
    Join Date
    Jul 2017
    Posts
    1,244
    Character
    Saber Maxwell
    World
    Faerie
    Main Class
    Gunbreaker Lv 90
    Hello everyone, OP's friend posting on behalf of OP.

    EDIT: OP said to say thank you all for making this such a huge thread!

    Quote Originally Posted by Archwizard View Post
    [*]Engagement's heart is in the right place, but costing us DPS to use just makes smaller arenas feel like a targeted damage penalty towards us.
    This is totally fair, but it's worth point out that small arenas are already targeted against us. An ability like Engagement reduces the effect of that targeted reduction by a reasonable amount. It was a good compromise IMO that gives us a risk v reward decision to make: is the risk of missing aoe heals / hitting a wall worth the extra 50 potency? Etc.

    [*]Reprise is an interesting idea, but unless it gives us more than "Scathe, at a price" it also will be avoided as often as we can help it. It honestly seems very odd that two of our five advancements are spent on "optimally, you'll never use this because you have better skills for all other intents and purposes" niche skills -- and I'm concerned the other two besides Scorch will just be minor traits that don't change our gameplay at all.
    I can see where you're coming from here. Personally I see Reprise as both "Scathe at a price" and "I won't be able to get back to melee due to mechanics anytime soon, but I don't want to overcap mana." It's a net to catch mistakes I think. Who knows, maybe it could also function as a "delay the melee burst for when TA is up." type deal as well.

    [*]Really hoping Scorch isn't an AoE skill. Doing an entire single-target melee combo to unlock an AoE spell when we have a perfectly good AoE melee attack that could never do so, would be jarring.
    Up until Shadowbringers, RDM was the only mage whose finisher wasn't AoE. Foul and Akh Morn/Deathflare were both AoE finishers that hit hard. I wouldn't mind Scorch being AoE I think, but I honestly am surprised they're making our spike damage even spikier.

    [*]From an aesthetic standpoint: I don't mind moving Impact, but why'd they give us another Verthunder and Veraero when we have room for Verwater and Verblizzard? I mean, the visual effects look good but the names and technical effects are very, very confusing.
    I admit I was also confused by the new effects; when I first saw them I thought they were Verthunder 2 and Veraero 2 and both would be single-target upgrades. Had to rewatch to catch that they're AoE. I think Verwater and Verblizzard would have been better names too. I'm also of team "Impact should be called Roseflare." But yeah, I'm glad that Impact has its own identity now beyond "Jolt 2 but better unless you try casting it too late."

    [*]No word whatsoever on what happens to Verraise since it still costs just as much, which I would think would be all over Yoshi P's mind presenting us. Gonna call the leaks about us fake until we hear otherwise.
    This disappointed me the most. I was hoping they would make Verraise a 60s CD with no cost: it would have been a great compromise! RDM's raises would still have a unique power (insta and free) but also be much more easily controlled as far as prog goes (no spammability).

    [*]... which means our MP concerns are still exactly the same as before, just without Mana Shift eating us.[/list]
    We'll have to see how the actual numbers turn out, but Lucid's CD was 60 seconds and I don't think Ranged DPS lost their mana song abilities. Even just with Lucid being 60s cooldown as far as the showcase we got had, we should be fine unless we try to be the Human Healer LB3.
    (1)
    Last edited by SaberMaxwell; 05-24-2019 at 04:36 PM.

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