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  1. #21
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,899
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Jandor View Post
    I've got to admit I do always find it a bit odd that the Assassin style class is the most support orientated of the melee DPS. It probably has some history of being that way in the FF franchise, but not being especially familiar with most of the series it does seem a bit strange to me.
    To me, it's the norm. Rogues have always been utilitarian despite their intentionally attractive aesthetic, as far as I've found. Even many a class literally called "Assassin" has had defensive utility in the form of its poisons or the utilities necessary for performing its damage when lacking a group -- which can then be diverted towards group-assisting functions when one does have that group. That's not to say that assassins can't be the glass cannons that mages or the like can be -- mages, too, have often been just a literal jumble of utilities, especially in earlier games despite taking on a pure-damage aesthetic in later MMOs -- but I don't think anything in the name necessitates a pure damage dealer given all the precedence to the contrary even inside MMOs.

    And let's be fair: we don't have an Assassin. We have a Ninja, a coordinated infiltrator/evader aesthetic, rather than something focused all killing to the exclusion of all else.

    Quote Originally Posted by Wilford111 View Post
    Should RDM have their MP costs on some of their spells lowered? I heard MP management was a lot worse now after 5.0
    Probably. Still testing to get the right amounts.

    Quote Originally Posted by Shucky View Post
    Let's not go back to Heavensward MCH.
    Putting an anti-latency safety on Hypercharge =/= going back to HW MCH.
    (0)
    Last edited by Shurrikhan; 07-26-2019 at 01:10 PM.

  2. #22
    Player
    Dyvid's Avatar
    Join Date
    Mar 2011
    Location
    Maelstrom
    Posts
    3,057
    Character
    Dyvid Pandemonium
    World
    Adamantoise
    Main Class
    Blacksmith Lv 90
    I don't expect to see any huge changes in 5.05 for SMN but I'm hoping they address two things going into Savage raiding; address Egi damage in general and lower recast time of Devotion from 180 to 120.
    (0)

  3. #23
    Player
    Shucky's Avatar
    Join Date
    May 2018
    Posts
    10
    Character
    Cvetko Liorasch
    World
    Mateus
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Jonnycbad View Post
    Gunbreaker

    Machinist
    -Hypercharge:
    -Duration removed, now grants 5 stacks of "Ammunition" instead.
    -Ammunition duration is 15 seconds.
    -Heat Blast and Autocrossbow requires 1 stack of Ammunition per use.
    -Flamethrower: Costs 25 heat gauge to use, potency increased 100->200
    Let's not go back to Heavensward MCH.
    (1)

  4. #24
    Player
    Taranok's Avatar
    Join Date
    Mar 2015
    Posts
    797
    Character
    Arilaya Syldove
    World
    Brynhildr
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Shucky View Post
    Let's not go back to Heavensward MCH.
    To be fair, changing Hypercharge to use the ammo system would accomplish only 2 things: It would prevent the player from losing a GCD because of lag, and it will allow the player to add 1 or 2 standard GCDs between heat blast expenses, allowing players who mess up with Drill or Air Anchor timing to cast those freely between heat blasts. Plus, with an extended GCD possible between it, a player with higher ping could do 2-3 heat blasts, standard GCD and drop an oGCD or 2, and then finish off the rest of it, helping to massively alleviate the lag issue of the class.

    That said I don't like that flamethrower suggestion, if anything it should generate heat, not spend it.
    (0)

  5. #25
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,899
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Some further changes:
    • Made the obvious, but somehow overlooked, choice of allowing CDs that previously required combat, and thereby cluttered openers, to simply require combat to begin cooling down (as opposed to making their resources drain with time, which still forced a 5-second pre-pull cast for optimal use).
    • Previously forgot an obvious beneficial change I'd wanted to make to Tsubame-Gaeshi. It's now been added. TG will no longer require it be used in the GCD immediately after a Iajutsu; it'll just be whatever Iajutsu you most recently used, regardless of whatever attacks you've made since.
    (0)

  6. #26
    Player
    LunarEmerald's Avatar
    Join Date
    Aug 2013
    Posts
    1,851
    Character
    Lunar Emerald
    World
    Leviathan
    Main Class
    Reaper Lv 90
    Red Mage improvements I'd like to see:

    - Buff the potency of enchanted reprise so that it becomes your go-to whenever you're moving and you have no ogcd or dual cast available.
    - Give corps-a-corps an additional charge so Red Mage can have a gap closer that isn't just used for their combo. The cooldown is too long to be used for anything but.
    - Buff engagement to 200 potency so jumping back isn't always preferred. Let displacement be an option to quickly jump away, not something we're forced to use for maximum dps. Let it be a choice.
    - Reduce all MP costs by 20% to go back to the same MP cost ratio we had in StormBlood. Except verraise, leave that as is.

    Do those changes and the job would be nearly perfect imo.
    (0)

  7. #27
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,899
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by LunarEmerald View Post
    Red Mage improvements I'd like to see:

    - Buff the potency of enchanted reprise so that it becomes your go-to whenever you're moving and you have no ogcd or dual cast available.
    - Give corps-a-corps an additional charge so Red Mage can have a gap closer that isn't just used for their combo. The cooldown is too long to be used for anything but.
    - Buff engagement to 200 potency so jumping back isn't always preferred. Let displacement be an option to quickly jump away, not something we're forced to use for maximum dps. Let it be a choice.
    - Reduce all MP costs by 20% to go back to the same MP cost ratio we had in StormBlood. Except verraise, leave that as is.

    Do those changes and the job would be nearly perfect imo.
    • I do not want to remove all preemptive movement concerns from RDM. Making it simply less of a loss seems more than enough, imo.
    • While I'd prefer Engagement simply not exist at all, favoring instead greater flexibility in its melee combo, I cannot provide the QoL I want in the way I want it without greater changes outside of the scope of this thread, so I've included some tentative stopgap measures. Please have a look, if you've any time or interest outside of leaving just your own RDM wants.
    • MP cost reductions applied. Lucid Dreaming has also been buffed by 25% relative to SB, as it now provides 62.5% MP twice as often, so cutting back just certain MP costs should be plenty. This will also allow me to keep the MP values always at a clean 100n.
    (0)

  8. #28
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,899
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Edits applied in accordance with the 5.05 patch notes.
    (0)

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