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  1. #41
    Player
    Rox_Unlimited's Avatar
    Join Date
    Jul 2015
    Posts
    91
    Character
    Rox Unlimited
    World
    Excalibur
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Awful View Post
    If you can link the source that'd be great I'm switching to GNB my only worry was their DPS in videos (mainly Xenos) and their Superbolide if it's been boosted that'll put GNB in a great spot.
    Can’t find a link, but from Aletin in the Balance Discord.
    Known E3 build changes
    sonic break;
    100p base potency, 90p per tick, 30s dot, 60s recast
    compared to media tour;
    300p base potency, 50p per tick, 15s dot, 30s recast.
    1000p new vs 1100p old
    but the new also requires 1 less gcd per minute which may or may not matter, requires mapping to see the full extent of the gain

    no mercy;
    20% up from 10%

    gnashing fang;
    30s cooldown down from 35s

    Heart of Light;
    10% instead of 15% and is now only magic instead of all damage
    I believe this was nerfed for 2 reasons.
    1) It was strictly better than Passage of Arms, giving the same damage reduction at a lower cooldown and less restrictions placed on the user. It was reduced to 10% to be more in line with the lower cooldown. I would assume Dark Missionary got the same treatment.
    2) It was strictly better than Dark Missionary in like 5% of cases where physical raid damage exists. So it was made just magical so there was no disparity

    Superbolide;
    360s down from 420s
    (5)

  2. #42
    Player
    Big-Isaac's Avatar
    Join Date
    Jun 2016
    Location
    Gridania
    Posts
    96
    Character
    J'enna Vale
    World
    Spriggan
    Main Class
    Dancer Lv 100
    My biggest issue with what I've seen so far is their damage CD
    A 10% buff with a 33.33% uptime. That's easily one of the most boring skills in this entire game. IMO it should be either removed, buff or - preferably - redesigned completely.
    (0)

  3. #43
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,881
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    I can see the rationale for making the raidwide cooldowns magic only, so that they don't double up as tankbuster mitigation. But if they're doing that, then why does Shake it off and Divine Veil work against all damage types? Either the raidwide barrier shields have to be significantly weaker, or they should be subject to the same restrictions.

    The Superbolide change is an improvement, but it's still double the recast of Holmgang. I really wish that they would change the recasts so that they are 5/6/7/8 minutes, instead of the present 3/5/6/7 minute setup. That's probably the single biggest balance problem at the moment, potential dps issues aside.
    (7)

  4. #44
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Lyth View Post
    The Superbolide change is an improvement, but it's still double the recast of Holmgang. I really wish that they would change the recasts so that they are 5/6/7/8 minutes, instead of the present 3/5/6/7 minute setup. That's probably the single biggest balance problem at the moment, potential dps issues aside.
    Based on their respective drawbacks, the cooldowns should be shuffled around as well really, perhaps:
    Living Dead: 4m
    Superbolide: 5m
    Holmgang: 6m
    Hallowed Ground: 7m
    (3)

  5. #45
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,390
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Seraphor View Post
    Based on their respective drawbacks, the cooldowns should be shuffled around as well really, perhaps:
    Living Dead: 4m
    Superbolide: 5m
    Holmgang: 6m
    Hallowed Ground: 7m
    Or

    Hear me out

    We just get rid of them.
    (2)

  6. #46
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,881
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    I think 4 min is much too short of a recast on an invuln. You should be using these twice per fight, tops.

    Quote Originally Posted by Kabooa View Post
    ...
    I've actually been thinking something along those lines. Consider this: what if tankbusters just flat out ignored invulns? You can mitigate it the normal way by %DR cooldowns, but if you try to eat it using an invuln, it just oneshots you as if you took it raw. It's the sort of thing that could be done at a raid design level without influencing action design.

    That way, invulns would become something that you use to save a run when your healer is down, rather than being used to just remove tankbusters from the fight. Cooldown rotations would actually mean something again.
    (0)

  7. #47
    Player
    Rox_Unlimited's Avatar
    Join Date
    Jul 2015
    Posts
    91
    Character
    Rox Unlimited
    World
    Excalibur
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Lyth View Post
    snip
    Then the issue would arise that invulns are useless. If they were changed for tank busters to ignore them then your would never use them. If you have competent healers you would never use it. If you have to use it in an “oh shoot” moment then it then that means your healers aren’t healing you, which means that they are probably dead, which means it’s gonna end up being a wipe anyway.
    (0)

  8. #48
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,390
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Lyth View Post
    I think 4 min is much too short of a recast on an invuln. You should be using these twice per fight, tops.

    I've actually been thinking something along those lines. Consider this: what if tankbusters just flat out ignored invulns? You can mitigate it the normal way by %DR cooldowns, but if you try to eat it using an invuln, it just oneshots you as if you took it raw. It's the sort of thing that could be done at a raid design level without influencing action design.

    That way, invulns would become something that you use to save a run when your healer is down, rather than being used to just remove tankbusters from the fight. Cooldown rotations would actually mean something again.
    I personally am not in favor of direct counters. It's just swapping our current system.

    When it comes to tanking archetypes, the 'ultimate' abilities vary, but given FF14's approach, I'd be fine with their 'capstones' just being a beastmode trigger you can use once per encounter, preferably something flexible. Something that makes this particular tank pretty sweet. Just throwing out some random spitballs with no consideration for balance whatsoever

    Paladin

    Hallowed Ground
    Ability
    Cooldown: 600 seconds.
    Creates a 5y radius for 15 seconds. While within this area, the Paladin rapidly regenerates MP, and other beneficial effects of the Paladin have their duration frozen.

    (This also creates a neat segueway moving forward for)

    Passage of Arms
    Trait
    Effect: The Paladin's own beneficial effects apply to party members standing within Hallowed Ground. Hallowed Ground's radius increases to 10y.


    Warrior

    The Beast Within
    Ability
    Cooldown: 600 seconds.
    The Warrior increases their maximum health, Beast Gauge generation, and the amount of healing received by 100% for 20 seconds.

    The Beast Unleashed
    Trait
    Effect: While under the effect of The Beast Within, for every 20% maximum health taken as damage, the Warrior gains Nascent Chaos.


    Dark Knight

    Living Dead
    Ability
    Cooldown: 600 seconds.
    Create a simulacrum with health equal to your maximum health. Standing behind the simulacrum causes it to intercept attacks for you. The Simulacrum cannot be healed by others. The Simulacrum gains your own beneficial effects and has health restored by Soul Eater. When the Simulacrum is killed, [bad thing happens].

    False Life
    Trait
    Effect: When Living Shadow is active, the Living Dead Simulacrum mirrors the Shadow's actions.


    Gunbreaker

    Superbolide
    Ability
    Cooldown: 600 seconds.
    Overcharges the Gunbreaker's weapon, causing each expended ammunition to shield the Gunbreaker for 20% of their maximum health. Last 20 seconds.

    Renzokuken
    Trait
    Effect: While Superbolide is active, completing Continuation's line resets the cooldown of Wicked Talon's line.
    (0)

  9. #49
    Player
    Dualblade's Avatar
    Join Date
    Feb 2014
    Location
    Night Kdark
    Posts
    2,190
    Character
    Juyon Intoner
    World
    Cactuar
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by Lyth View Post
    I can see the rationale for making the raidwide cooldowns magic only, so that they don't double up as tankbuster mitigation. But if they're doing that, then why does Shake it off and Divine Veil work against all damage types? Either the raidwide barrier shields have to be significantly weaker, or they should be subject to the same restrictions.
    Atleast for Divine Veil the argument could be that it gives a shield to everyone BUT the paladin who cast it as justifying it giving a little bit more to everyone else.
    (1)

  10. #50
    Player
    MaraD_'s Avatar
    Join Date
    May 2019
    Posts
    290
    Character
    Hede Devaul
    World
    Mateus
    Main Class
    Fisher Lv 80
    imo, just ive it 360 (or even 330) second CD, and it would mostly be considered "acceptable". (The reality is, you use it based on the fight, so chances are, even with a shortened CD, it wouldnt actually be used often enough to see the use in its reduction)
    (0)

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