Yes they can, but do they want to? And who will SE listen to as a company? The lesser population, or the ones taking their money from Korean waifu simulators to throw at them?Totally agree with this. https://www.youtube.com/watch?v=ogCRNvghbiw&t=1s If this guy can do it, than any normal person should have 0 reason to be playing lazy, and learn they jobs.
There's nothing wrong with FFXIV being a casual single-player MMO.
Blizzard is providing us with Classic WoW if we want to play a hardcore and mature MMO that emphasizes group content.
I suspect that one has less to do with skillgap and more to do with symmetries.Why decrease it at all though? Why not teach players to just apply Heavy Thrust?
I feel like you’re arguing semantics here, though. Your argument was that they weren’t dumbing things down—the nerf to Heavy Thrust is literally dumbing things down. It punishes people that won’t put up Heavy Thrust less because they, what? Won’t hit one button every 30 seconds?
We have three Jump/Dives.
We have Geirskogul, Nostrond, and now seemingly a third one borrowed from Estinien.
We have three steps in our newly extended AoE combo.
We have three steps in FT combo.
We have three steps in CT combo.
We have three steps to our newly extended Dragon skills.
Moreover, that per-30-seconds maintenance buff greatly limited what GCD speeds were available to DRG. If, say, Skill Speed were to now affect oGCD damage as well (where not already influenced, via gauge speed generation), there'd be nothing holding DRG back from taking on Skill Speed apart from ping+double-weaves. It far, far more meaningfully contributed to gameplay restrictions than to skill-gap.
On a related note, though... Rest in peace, Hagakure.
I hugely enjoyed high-Skill Speed builds for DRG dungeoning in HW, since it allowed me some fun focus-targeting while still getting plenty of extra Geirskoguls out, which worked well when getting randoms whose slow AoE dps would otherwise drain my TP. I ended up going SnG whole-hog Skill Speed on one set just for fun to eclipse the Heavy Thrust limitations, but it was always fun to imagine being able to pull off those combos without needing such an absurd commitment.Yeah. I mained DRG from 2.0 to 3.0, and even before they added an extra step to things Heavy Thrust was sorta limiting. Rotations had to be built around it. I wouldn't call it difficult to weave into a rotation but with the main part of how DRG functions counting down on a timer constantly there was always a bit of tension while playing it. One slip up or one missed Heavy Thrust and one's dps would plummet. And considering how much movement there tends to be during dungeons and raids there were many times where my buffs would fall off and I'd have to start over again.
You realize that's literally a return to the infantile, pre-balanced, pre-polished, mostly pre-optimized-raiding state of that MMO, right?
Last edited by Shurrikhan; 05-25-2019 at 11:15 PM.
And instead tanks will now be in "DPS stance" guaranteed 100% of the time, since there is no dmg penalty on the stance anymore and the extra defense is moved to a trait.
Tank stance will be nothing more than an enmity toggle now.
Last edited by HarryTipper; 05-25-2019 at 11:15 PM. Reason: typo
Yeah. I mained DRG from 2.0 to 4.0 (when I picked up SAM) and even before they added an extra step to things Heavy Thrust was sorta limiting. Rotations had to be built around it. I wouldn't call it difficult to weave into a rotation but with the main part of how DRG functions counting down on a timer constantly there was always a bit of tension while playing it. One slip up or one missed Heavy Thrust and one's dps would plummet. And considering how much movement there tends to be during dungeons and raids there were many times where my buffs would fall off and I'd have to start over again.I suspect that one has less to do with skillgap and more to do with symmetries.
We have three Jump/Dives.
We have Geirskogul, Nostrond, and now seemingly a third one borrowed from Estinien.
We have three steps in our newly extended AoE combo.
We have three steps in FT combo.
We have three steps in CT combo.
We have three steps to our newly extended Dragon skills.
Moreover, that per-30-seconds maintenance buff greatly limited what GCD speeds were available to DRG. If, say, Skill Speed were to now affect oGCD damage as well (where not already influenced, via gauge speed generation), there'd be nothing holding DRG back from taking on Skill Speed apart from ping+double-weaves. It far, far more meaningfully contributed to gameplay restrictions than to skill-gap.
Because people are knee-jerk reactionists that don't bother to wait until they have all the information before they make ridiculous comments.
I think everyone needs to take a step back and breath. It's not like the Devs gave us a detailed explanation of what changes about each job. We only got a overview on roles and a brief overview on each job. March 29th well give a better idea on what each job plays like and what changes happened.
As for making a job simpler, that means a hundred different things to SE. Stormblood made jobs simpler. For BRD they might have just made the song proc passive rather than related to DoT. They could have just extended the duration of Straight Shot Crit buff to 45s. They could have changed Army Peon to apply Raging Strikes buff for 5s on proc. We just don't know.
The devs outright said the changes to Heavy Thrust were to account for the number of players who kept forgetting/not applying the buff, which impacted their damage. Furthermore, Heavy Thrust had no impact whatsoever on DRG's Skill Speed. It was entirely due to buff alignments from other jobs, it's own oGCDs and the fact it double weaves.I suspect that one has less to do with skillgap and more to do with symmetries.
We have three Jump/Dives.
We have Geirskogul, Nostrond, and now seemingly a third one borrowed from Estinien.
We have three steps in our newly extended AoE combo.
We have three steps in FT combo.
We have three steps in CT combo.
We have three steps to our newly extended Dragon skills.
Moreover, that per-30-seconds maintenance buff greatly limited what GCD speeds were available to DRG. If, say, Skill Speed were to now affect oGCD damage as well (where not already influenced, via gauge speed generation), there'd be nothing holding DRG back from taking on Skill Speed apart from ping+double-weaves. It far, far more meaningfully contributed to gameplay restrictions than to skill-gap.
On a related note, though... Rest in peace, Hagakure.
You realize that's literally a return to the infantile, pre-balanced, pre-polished, mostly pre-optimized-raiding state of that MMO, right?
This is true for every combo based job. While DRG may have a longer combo, all the melee suffer a loss if they mess up their buffs. Regardless, we aren't talking about whether Heavy Thrust ought to be removed but the reason for its nerf in Stormblood. It was done because people were forgetting to apply it, which made the damage gap between a skilled DRG and a casual one larger. That's the only reason they lowered it in Stormblood.Yeah. I mained DRG from 2.0 to 4.0 (when I picked up SAM) and even before they added an extra step to things Heavy Thrust was sorta limiting. Rotations had to be built around it. I wouldn't call it difficult to weave into a rotation but with the main part of how DRG functions counting down on a timer constantly there was always a bit of tension while playing it. One slip up or one missed Heavy Thrust and one's dps would plummet. And considering how much movement there tends to be during dungeons and raids there were many times where my buffs would fall off and I'd have to start over again.
Last edited by ForteNightshade; 05-25-2019 at 11:21 PM.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
Ok, listen here scrubs. Obviously I didn't set the bar high enough.Totally agree with this. https://www.youtube.com/watch?v=ogCRNvghbiw&t=1s If this guy can do it, than any normal person should have 0 reason to be playing lazy, and not learning they jobs.
New rule: you are a casual unless you play the game with your mind.
It was already confirmed that Repertoire is now a flat rate and does not rely on critical ticks from DoTs. This may simplify IJ optimization, but I think it's also their answer to BRD's power creep because they can't figure out how to not make Crit the best-scaling substat.
Sage | Astrologian | Dancer
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마지막 밤 기억하길
Hyomin Park#0055
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