Results 1 to 10 of 58

Hybrid View

  1. #1
    Player
    HyperiusUltima's Avatar
    Join Date
    Jan 2015
    Posts
    1,407
    Character
    Eileen White
    World
    Brynhildr
    Main Class
    Conjurer Lv 100
    I agree with this line of thought, and want to expand on it further in discussion. Think about it! As Kabooa said, Casters rewarded more DPS for doing better is what encourages that reasonable skill gap. As for Ranged, we merely only go into lockstep with the encounter and press buttons without much variance outside of the occasional overcap on DNC/MCH/BRD. We need a reward system for Ranged that makes sense.

    The current reward system for Ranged is pretty paper thin which is different for each job:

    DNC - Standard and Technical execution. These two skills comprise what DNC is in general, along with its proc-based damage output. How a person uses their utilities on this job determines the job's performance with the party; on top of that, they are the only job that's heavily reliant on the party as a whole given their rDPS is the main selling point and their Partner mechanic for Esprit.

    BRD: Raging Strikes, Snapshotting, and DoT upkeep. The snapshot mechanic is still what BRD is heavily focused on, since they want to stretch out as much effects from buffs as they possibly can. Their DoT upkeep is a major part of their DPS given that they're also reliant on procs for Minuet and Ballad. It's hard to pinpoint how their reward system can be used given they have a niche ability that can cleanse debuffs but majority of the time it revolves around snapshotting buffs, meaning they are also reliant on the party for exploitation of buffs.

    MCH: Burst Damage. MCH, being made a 3rd time in Shadowbringers, now feels like it's heavily lacking in reward. The problem with this is that they used to have a reward system in the form of Wildfire being exploited for huge burst damage before they made it GCD-reliant. Now, it's merely just lining up your CDs and Wildfire with party buffs. The only utility it has is the generalized 10% DR that all Ranged have, which isn't enough to justify it lacking a proper reward system even with Queen.

    So, how can we reform this?

    DNC: Can be left as is, but needs consistency for Esprit Gains and Improvisation being a static number, not dependent on party.

    BRD: Somehow find a way to detach the heavy reliance on raid buffs for BRD, and give them something to build towards. Apex Arrow is a mockery given how it has such low damage early on; I'd rather it were an actual oGCD that does not have a gauge. A potential fix - Apex Arrow Potency: 800, 90s CD. Deals damage in a line in front of you.

    Maybe find a way to tie Apex Arrow CD usage to Song efficiency to compete with DNC.

    MCH: In desperate need of something that isn't Queen. I've been reconsidering Ammo, but unsure what they could do to reform MCH.
    (1)

  2. #2
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by HyperiusUltima View Post
    So, how can we reform this?

    DNC: Can be left as is, but needs consistency for Esprit Gains and Improvisation being a static number, not dependent on party.

    BRD: Somehow find a way to detach the heavy reliance on raid buffs for BRD, and give them something to build towards. Apex Arrow is a mockery given how it has such low damage early on; I'd rather it were an actual oGCD that does not have a gauge. A potential fix - Apex Arrow Potency: 800, 90s CD. Deals damage in a line in front of you.

    Maybe find a way to tie Apex Arrow CD usage to Song efficiency to compete with DNC.

    MCH: In desperate need of something that isn't Queen. I've been reconsidering Ammo, but unsure what they could do to reform MCH.
    Dancer: Keep the espirit generation as is, but add another layer. Every X seconds, a dancer visible only pick up forms near you or your dance partner at some distance away within the area / arena. This pick up grants a static amount of Espirit. You can have a maximum amount active, allowing both improved generation and the ability to stockpile them for burst phases. The act of picking them up is the dancer flitting about the field, but in a controlled manner.

    Bard: Rather than a stand alone OGCD, how would you feel about it being tied to Songs?

    Apex Arrow
    [Ability or GCD]
    Effect: Ends the current song, dealing X potency in a line. Deals Greater Potency with less song duration. Reduces cooldown of other Songs based on duration remaining.

    We'd also change Songs to not require a target (Just combat, to avoid prepull shenanigans that they've been trying to get rid of). Fold the potency into Apex Arrow.

    Rather than being a rather rote song rotation, Apex Arrow lets you adjust it a bit more. On long transition phases, you can use the least valuable song available to you, tick it down, and open with a fully powered Apex Arrow.

    Machinist: I not really in the camp that I think anything is outright wrong with it, other than a few action changes (Flamethrower). Plus I've read mixed sentiments when it came to Wildfire and robot. So I'mma spitball this one, taking a more refined version of what I suggested in the other thread.

    Air Anchor
    Weaponskill
    Recast: 40
    Fires heavy chains at the target.
    Point Blank [0-5]: 700 potency and 20 Battery.
    Mid Range [6-15]: 930 Potency and 10 Battery.
    Long Range [16-Max]: [X] Hits of [Y] Potency. (Totals 1160)

    Every 10 Battery is worth 230 Potency (1 Robot Attack of 150+ 80 to the final hit). This effectively makes the ability equal at all ranges, however, as you might notice, they suddenly have very clear cases of extra gain.

    A 930 Hit is a better Reassemble target than Drill. A multiple hit weaponskill is a better GCD to fit into Wildfire. The robot is never bad, and this doesn't change Machinists's default.

    This is the same idea of priority conflict I've suggested in the Monk for Chakra and Greased Lightning. Air Anchor's value fluctuates (and where you need to use it from flucutates) based on the status of your other cooldowns.

    How does that sound?
    (0)

  3. #3
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Kabooa View Post
    Air Anchor
    Weaponskill
    Recast: 40
    Fires heavy chains at the target.
    Point Blank [0-5]: 700 potency and 20 Battery.
    Mid Range [6-15]: 930 Potency and 10 Battery.
    Long Range [16-Max]: [X] Hits of [Y] Potency. (Totals 1160)

    Every 10 Battery is worth 230 Potency (1 Robot Attack of 150+ 80 to the final hit). This effectively makes the ability equal at all ranges, however, as you might notice, they suddenly have very clear cases of extra gain.

    A 930 Hit is a better Reassemble target than Drill. A multiple hit weaponskill is a better GCD to fit into Wildfire. The robot is never bad, and this doesn't change Machinists's default.

    This is the same idea of priority conflict I've suggested in the Monk for Chakra and Greased Lightning. Air Anchor's value fluctuates (and where you need to use it from flucutates) based on the status of your other cooldowns.

    How does that sound?
    Sounds great as a design direction.
    (1)

  4. #4
    Player
    HyperiusUltima's Avatar
    Join Date
    Jan 2015
    Posts
    1,407
    Character
    Eileen White
    World
    Brynhildr
    Main Class
    Conjurer Lv 100
    Quote Originally Posted by Kabooa View Post
    Snip
    The problem with that DNC design would be the spawns...it'd have to pander to the fight, and would be relatively difficult for it to work. Like, some fights it'd be an absolute nightmare to even do that on(I'm staring at you, Final Omega).

    I believe that we should consider just the static fixes to DNC's Esprit generation...you know what? I just had a brilliant idea: Procs from Flourish or base combo weaponskills would generate 10 Esprit each time they land. This would help smooth out DNC's issues in Solo as well as the erratic Esprit jumps you get from Tech sometimes and would help with DNC's burst phase damage during Tech/Devilment.

    As for your idea with BRD, I agree with Shurrikhan. That's a good design that allows for fluency with those last 10s of AP and you aren't sitting waiting for the next song; could literally just replace that Haste Buff from AP.

    With MCH, I'm kinda iffy on range...I think Air Anchor should be a "charge and release" skill. How it would charge would be like you use the movement mechanic in regards to Flamethrower. If you move during that 1.5s, you get 930 potency and 20 battery. If you don't move, you get that 1160 potency IN FULL. It may put a hamper on mobility, but generally we already have Drill in the case of Wildfire which is on a 20s CD at the end of the Hypercharge rotation. At the least, it'll still induce the GCD and you can get a single oGCD off.
    (3)

  5. #5
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by HyperiusUltima View Post
    The problem with that DNC design would be the spawns...it'd have to pander to the fight, and would be relatively difficult for it to work. Like, some fights it'd be an absolute nightmare to even do that on(I'm staring at you, Final Omega).
    Fair enough.

    I'm iffy on the idea of charge and release as Flamethrower isn't really an example of Ability design that knocks it out of the park. Flamethrower is mostly ignored outside of Add packs and was mostly tolerated in Stormblood based on your wildfire set ups, and while Stockholm syndrome worked it's magic on me, I'm not sure how many would claim they liked the skill by itself, then and now.
    (0)