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  1. #1
    Player
    Brannagh's Avatar
    Join Date
    Aug 2019
    Location
    Ul'dah
    Posts
    10
    Character
    Brannagh L'heureux
    World
    Exodus
    Main Class
    Dark Knight Lv 80
    It's probly been suggested before, but I'd enjoy it if a portion of mitigation came from self buffs for completing combos. Samurai, Monk, and Dragoon all have a portion of their play focused on insuring self-generated buffs don't expire and how they gain those buffs ties into the mechanics of their gameplay (identity).

    I'm not talking dramatic here, but balanced in a way that cool downs are still used decisively. The idea would be that untrained tanks could still accomplish the casual content, but keeping the buffs up gives the healer more of a break. It'd open things up to a bit of diversity, like PLD combo-ing for a heal strength buff, DRK combo-ing for a small regen effect, WAR stacking max health buffs.

    Not proposing very seriously here. As a new player, my progression from newbie to several lvl80's just felt I got some enjoyment out of hitting those DPS rotations to make sure my damage ups and skill speed ups stayed applied and it was part of feeling skilled and optimized as a DPS, but the only similar experience for tank is making sure you aren't animation locked to pop cool downs for mitigating busters.
    (0)
    Last edited by Brannagh; 01-25-2020 at 06:19 AM.

  2. #2
    Player
    ReiMakoto's Avatar
    Join Date
    Jun 2017
    Posts
    1,197
    Character
    Rei Makato
    World
    Zodiark
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Brannagh View Post
    It's probly been suggested before, but I'd enjoy it if a portion of mitigation came from self buffs for completing combos. Samurai, Monk, and Dragoon all have a portion of their play focused on insuring self-generated buffs don't expire and how they gain those buffs ties into the mechanics of their gameplay (identity).

    I'm not talking dramatic here, but balanced in a way that cool downs are still used decisively. The idea would be that untrained tanks could still accomplish the casual content, but keeping the buffs up gives the healer more of a break. It'd open things up to a bit of diversity, like PLD combo-ing for a heal strength buff, DRK combo-ing for a small regen effect, WAR stacking max health buffs.

    Not proposing very seriously here. As a new player, my progression from newbie to several lvl80's just felt I got some enjoyment out of hitting those DPS rotations to make sure my damage ups and skill speed ups stayed applied and it was part of feeling skilled and optimized as a DPS, but the only similar experience for tank is making sure you aren't animation locked to pop cool downs for mitigating busters.
    Tanks used to have these debuffs through storms path, rage of halone and old delerium, so because they've been pruned I doubt they'd come back. 2 of them, path and halone, also existed in an awkward spot because the debuff effect wasn't big enough to make a really noticable difference, so once you were on farm you optimised dps, drk was the exception cos delrium did more damage than soul eater if you couldnt dark arts soul eater
    (0)
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