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  1. #1
    Player
    sexythaumaturge's Avatar
    Join Date
    Apr 2018
    Posts
    74
    Character
    Terric Aubert
    World
    Odin
    Main Class
    Dark Knight Lv 90

    Were attack ‘charges’ a mistake?

    With Shadowbringers, they’ve added ‘charges’ to some of the actions so you can store them and save them for later. At least, I think that’s what the idea was.

    In practice, however, this adds an additional level of bloat to rotations and a constant nagging feeling that you aren’t pressing everything in time. It’s especially egregious in already busy jobs like Summoner and Machinist, turning the whole thing into a giant game of whack-a-mole.

    With how busy some of the rotations already are, was adding this extra layer really necessary?
    (0)

  2. #2
    Player
    armandojc3's Avatar
    Join Date
    Sep 2013
    Posts
    230
    Character
    Apoc Baldr
    World
    Midgardsormr
    Main Class
    Pugilist Lv 90
    As a tank i love them.
    (25)

  3. #3
    Player
    MPK's Avatar
    Join Date
    Mar 2019
    Posts
    995
    Character
    Mirabelle Weaver
    World
    Cactuar
    Main Class
    Summoner Lv 90
    It's great not having to worry to press an ogcd like egi assault immediately on cooldown anymore idk what you're talking about.
    (9)

  4. #4
    Player
    Vidu's Avatar
    Join Date
    Jan 2014
    Posts
    3,993
    Character
    Vidu Moriquendi
    World
    Odin
    Main Class
    Bard Lv 90
    Huh? Shouldnt that actually help with the problem you're describing?

    By giving you the option to save the action for later, you're under less preasure to use it right the second it comes off cooldown again - you can still do that, but if the skill doesnt fit in your rotation right now, you dont lose anything if you wait an additional 10 seconds.
    This system is actually helping you with not having to press everything right in time and instead giving you some leeway.
    (17)

  5. #5
    Player
    TheRealQuah's Avatar
    Join Date
    Jul 2018
    Posts
    275
    Character
    Q'hahtoa Quah
    World
    Zodiark
    Main Class
    Dark Knight Lv 100
    The charges are a fantastic addition to the game. Especially on Machinist. Feels great to be so busy, I'm actually enjoying MCH as much as BRD now.
    (4)

  6. #6
    Player
    Fynlar's Avatar
    Join Date
    Jan 2014
    Posts
    2,999
    Character
    Fynlar Eira
    World
    Hyperion
    Main Class
    Red Mage Lv 100
    I love it. Keeping a charge ready for use when you would "normally" use it while still being able to cooldown the next use is great.
    (1)

  7. #7
    Player
    xbahax92's Avatar
    Join Date
    Sep 2014
    Location
    Gridania
    Posts
    1,098
    Character
    Flan Vongola
    World
    Raiden
    Main Class
    Warrior Lv 90
    Quote Originally Posted by sexythaumaturge View Post
    With Shadowbringers, they’ve added ‘charges’ to some of the actions so you can store them and save them for later. At least, I think that’s what the idea was.

    In practice, however, this adds an additional level of bloat to rotations and a constant nagging feeling that you aren’t pressing everything in time. It’s especially egregious in already busy jobs like Summoner and Machinist, turning the whole thing into a giant game of whack-a-mole.

    With how busy some of the rotations already are, was adding this extra layer really necessary?
    Charges are nice and while I was skeptical before 5.0, they turned out to be a great addition to the battle system. I think you are just stressing yourself to much with what you have used and what you havent. I can only talk about MCH so far, but the OGCD reduction while hypercharged is nice and it feels good weaving one OGCD in between a GCD skill. Beside, MCH doesnt have more than 16 skills? to begin with. While other jobs got waaay more!

    Aslong you check the current rotations/openers (which is made by some real dedicated people in the Balance Discord), you will get better at "how to" and "when to" use a skill.
    (3)

  8. #8
    Player
    wereotter's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    2,106
    Character
    Antony Gabbiani
    World
    Faerie
    Main Class
    Viper Lv 100
    Some of them are great, others feel like "well.... we gotta give them to this job too somehow..." and lastly some jobs didn't get any charges on skills that really could have used them.

    Charges on Shoulder Tackle are great since it lets you keep a charge for movement purposes without a DPS loss from holding it (you can hold two charges) Kassatsu holding two extra charges, though, feels tacked on and makes the ninja rotation feel too busy. And red mages should have gotten a charge for fleche or contre sixte but have zero skills that hold charges.
    (2)

  9. #9
    Player
    Sylve's Avatar
    Join Date
    Aug 2013
    Posts
    1,679
    Character
    Lyote Sharaia
    World
    Hyperion
    Main Class
    Sage Lv 90
    Quote Originally Posted by sexythaumaturge View Post
    With Shadowbringers, they’ve added ‘charges’ to some of the actions so you can store them and save them for later. At least, I think that’s what the idea was.

    In practice, however, this adds an additional level of bloat to rotations and a constant nagging feeling that you aren’t pressing everything in time. It’s especially egregious in already busy jobs like Summoner and Machinist, turning the whole thing into a giant game of whack-a-mole.

    With how busy some of the rotations already are, was adding this extra layer really necessary?
    The charges on oGCDs were a brilliant way to boost the gameplay pace of certain jobs without just overloading SS into the job via traits or gear.

    Speaking on MCH, the triple charges for 6 oGCDs to spend between weaponskills feel amazing and bring a level of speed to the job that makes it stand out against other speed jobs like MNK, NIN and SAM.
    Theres a really nice flow to spending GR and Rico charges and then building them back up with Overheat cycles.
    It never felt like bloat to me and I presently adore the new MCH. My only gripe is that I wish GR and Rico animations could get the MNK treatment for animation cancels so we can squeeze a GR and Rico into the HB window without costing a HB due to locks.

    For Tank gap closers, it was more about enabling Tanks to use it as a dps boost while also being able to use it to close a gap when required.

    Also, I think its fine to have jobs that are really busy because we have jobs that are really not. It kind of feeds the flavour of a Summoner to be constantly issuing commands to the Summons.

    Quote Originally Posted by wereotter View Post
    Kassatsu holding two extra charges, though, feels tacked on and makes the ninja rotation feel too busy.
    I've not gotten my NIN beyond 60 (One day, lol) but I figured the extra Kassatsu charge was done for similar reasons to the Tank gap closers.
    One charge for a DPS boost, one charge for when you really need it, like a TA window or raid buffs etc.
    (2)
    Last edited by Sylve; 07-27-2019 at 04:53 AM.

  10. #10
    Player
    Bacent's Avatar
    Join Date
    Nov 2013
    Location
    Kweh
    Posts
    1,834
    Character
    Bacent Rekkes
    World
    Famfrit
    Main Class
    Gladiator Lv 90
    I love my attack charges, don't you be mean to them. Kweh
    (2)
    Please show support for chocobo boots to be added -> http://forum.square-enix.com/ffxiv/threads/323512-Suggestion-for-an-item-to-be-added-to-gold-saucer-Chocobo-Boots

    Unhappy with how they implemented Mahjong? -> http://forum.square-enix.com/ffxiv/threads/381358-Mahjong-is-the-most-depressing-mini-game-you-ve-added-to-XIV

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