Quote Originally Posted by Lastelli View Post
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2) Bring back foe requiem as it was in StB. Once activated, it cannot be deactivated. Effect fades when MP reaches 0. Effect fades when player moves and resumes when player stops moving. Max duration with full MP = 15 seconds.

MCH:
1) Hypercharge: each subsequent heat blast gains 40 potency if no movement was made from the previous one. Turns the 5th heat blast into cannon blast (800 potency) if no movement at all was made for the whole duration of hypercharge. This is to force MCH to use the flexibility they have in their rotation to chose the best time to use Hypercharge (when they can afford to stay still for 7-8 whole seconds);

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I should not answer but I really can't pass this:
You are trying to build a new Flamethrower, but worse.
Flamethrower was a nerf to MCH as the job needed to use a whole new opener for UCOB as the Twister would come out right when Flamethrower was building heat and that was only 5 seconds of not moving.
No job is required to not move for more than 4 seconds, not even Ninja, and you are trying to lock the job in place for 8 seconds. Sadly, this is a really bad design especially when MCH needs more lag recognition. Same for BRD and the requiem.
If those changes would actually happen, ranged would need to be much higher than a BLM as a BLM is waaaaaaaaaaaaaaaaaaaaaaay more mobile than your ideas.

Overrall the idea of specific range is not that bad on paper.
But it would be horrible to play and here's a little list why:

-No one actually knows a precise yalm, DRG/RDM players knows their backjump range but that's it and remind yourself that many falls. You need a clear feedback if you are at the correct range and a way to know where that range is. Imagine if ranged players starts to ask for a marker for their respective range.
-Damages, procs and position would be heavily influenced by lags. Anatman, remember?
-Healing. I'm going to let you imagine a scenario where the BRD/DNC would stand out of a Cure 3 or AST Star because of DPS. There's already uptime strats for Melees so why not uptime strat for Ranged? Healers adjusts.

The don't move idea, it's not bad but it's simply never going to work in FF XIV (Especially with numbers so high when at most, a caster is not moving for 2 seconds) unless it is triggered like a stance. And we already have "Don't move" mechanics to prove that, if you stop moving right before the GCD, the server won't take it in account.
Think about Ten Chi Jin, Flamethrower, AST Bubble, PLD Wings.

On the contrary, I would have proposed ranged required to be at melee range, we had that with blank in HW and no I don't think many complained about it. Except when it was used on a non-boss.
Add cooldowns at Melee range and voila, mobility is reduced and if you are too far, the feedback is clear.