What if DRK had, like... a bigger sword?




What if DRK had, like... a bigger sword?
A "Solo Actions" menu to go with "Role Actions" so we can actually do other crap on our favorite jobs without all the whining when we want some variety.
A lot of DPS jobs are still dull since they can't have fun toys to play with outside of a set rotation. "Maybe in 6 more years this game won't be so overbalanced.", I said, 6 years ago.
Rdm to have more support stuff like an aoe esuna or a move to give mp.




What do you mean by "solo actions?"A "Solo Actions" menu to go with "Role Actions" so we can actually do other crap on our favorite jobs without all the whining when we want some variety.
A lot of DPS jobs are still dull since they can't have fun toys to play with outside of a set rotation. "Maybe in 6 more years this game won't be so overbalanced.", I said, 6 years ago.
The opposite of role actions? Ones not shared and specific to your class?
So... your jobs normal actions & traits?
I feel like I'm missing something here.
I just want fewer, more meaningful buttons. Having 1-6 modified by ctrl, shift, and alt and it still isn't enough. I feel like ARR had the right amount of total buttons. Also, I don't want these static rotations, I want to feel like each GCD I have to make a meaningful decision about which ability I use next. Only jobs that play like that currently are the healers imo. Also, the 1+2+3 combo on every physical job is kind of monotonous. Makes every physical job at its core feels same-y.
Last edited by RotoLoto; 04-02-2021 at 10:23 PM.
Actions that can only be done when solo, or not in a party. Obviously, this will only affect open world and solo duties. I imagine they want strong abilities or something.
However, the problem then becomes, if people get used to them, they will want them in parties and not just solo etc. Personally, I do not see the point.
Bard, Dancer and Red Mage are more proc based, where they GCD you need to perform can change at random. I notice you have dragoon levelled, which happens to be the job with the most strict rotation in terms of GCD flexibility.I just want fewer, more meaningful buttons. Having 1-6 modified by ctrl, shift, and alt and it still isn't enough. I feel like ARR had the right amount of total buttons. Also, I don't want these static rotations, I want to feel like each GCD I have to make a meaningful decision about which ability I use next. Only jobs that play like that currently are the healers imo. Also, the 1+2+3 combo on every physical job is kind of monotonous. Makes every physical job at its core feels same-y.




Hahaha DUH!
Silly me : P
TY
True, though it could be a neat way to add spice to solo runs. And I'm all for more soloable content.
Can't be anything to powerful though or it'll mess with deep dungeons.
Hmm... also you'd get really used to solo actions when going through MSQ, which should be when you're able to get used to how your job is "supposed" to play.
And if solo actions are impactful or plentiful enough the Dev team would be trying to design and balance two versions of the same job, which sounds like a nightmare that could only lead to extreme homogenization in a desperate attempt to be able to juggle everything.
Man, this idea sounded neat at first but I'm liking it less and less the more I look at it.


For physical jobs, I feel like NIN is the "worst" of the 1+2+3 combo that you're complaining about (followed by MCH)I just want fewer, more meaningful buttons. Having 1-6 modified by ctrl, shift, and alt and it still isn't enough. I feel like ARR had the right amount of total buttons. Also, I don't want these static rotations, I want to feel like each GCD I have to make a meaningful decision about which ability I use next. Only jobs that play like that currently are the healers imo. Also, the 1+2+3 combo on every physical job is kind of monotonous. Makes every physical job at its core feels same-y.
NIN has a burst window in Trick Attack and mostly holds mudras for those windows (IIRC, you have to use 1 Mudra between trick attack windows to make sure you don't cap). That causes NIN to really feel that "filler" downtime in my opinion.
The class you have listed as you Main (DRG) actually has a fairly long rotation (10 abilities) not the 1+2+3 combo at cap. You have the long rotation while using cooldowns as they become available. I feel like it's different enough.
SAM also has a fairly long rotation (10 abilities) with a DoT that you have to manage (every 60s you have a shorter combo rotation, 3-4 abilities) and cooldown abilities that change that rotation every 55s.
MNK has a shorter rotation (6 abilities) with a DoT to manage and the rotation's #1 and #4 abilities swap every so many rotations with again, a cooldown that drastically changes the rotation every 90s and a decent number of oGCDs to use
MCH is, like the NIN, closer to what you're complaining about. MCH has a couple of GCDs to weave into their 1+2+3 and a "fun" burst window once you get your heat gauge up. However, like NIN, I agree with your statement for MCH
BRD and DNC (mostly DNC) are so largely proc based that while it has a 1+2 combo, you have to have bad luck to feel like you're just doing 1,2,1,2,1,2. BRD is kind of meh (IMO), but it's not because of 1+2+3 (it's because of 1+1+1+1+1+2+1+1+1+1+2 with oGCDs)
Between this and other characters I main or at least nearly main every job, so I guess I'll just go with some of the broader points:
For shield healers, I'd like to see partial shielding, as to make it less strong as a means of cheese (e.g., nullifying otherwise lethal mechanics) while still allowing it some significant total mitigation. For instance, a shield might apply a heavy Defense buff, but time and every point of damage thus mitigated would sap away at that added Defense, reducing its percentile mitigation until there's nothing left (pretty quickly when absorbing a large hit). It'd still act much as before in that you'd want to time to just before the big hit, but it would effectively last longer without increasing its maximum eHP increase as it would apply against a single blow.
For healers in general, some actual mechanics to weave in and work from. Imagine, for instance, if back in the day WHMs' Cure I had successively empowered their next Cure II cast, and recent Cure II casts their Cure III. That would be something you could actually bank into in preparation, making healing feel like more than merely scheduled oGCD click-offs or even mere throughput-centric whack-a-mole, or true healing (i.e., beyond shields) something that is dealt with only reactively. Additionally, offense should have curatively-interactive mechanics and vice versa, albeit in a rather flexible manner that doesn't invite waste or set combos. No further oGCD heals, and perhaps even the present ones consolidated slightly and made more interesting and integral. Instead, further offensive skills are returned, sometimes with bundled utility. Moreover, maximal healer DPS (e.g., theoretical with zero GCD heals) should be increased slightly -- say, to some ~80-85% of that of a DPS, up from some ~70%, albeit at notably greater complexity.
For tanks, I want agency again. That could come from revitalized stances, sure, but even more than that I'd like to see resource and uptime expenditure offer us synergetic/banked and immediate opportunities for both offense and defense. Passive mitigation should be decreased and maximum damage increased. (Aside from this, I'd like to see fight designs make more use of tank positioning rather than relying on auto-centered or auto-positioned mechanics.)
For DPS, I just want to see bloat (e.g., Form Shift and Meditate, which could be better handled passively anyways*) removed and core mechanics actually give some real and reaching substance. Or, if I could dream, I'd see our present "combos" scrapped in favor of actual combos between individually worthwhile skills (rather than using up to 8 buttons and 10 button-presses to preform a single, inalterable decision's worth of action).
*
By making Meditate passive, you could free up The Forbidden Chakra (and Enlightenment) to be castable at any amount of available Chakra, for proportionate effect. This passive Meditate would simply generate Chakra continuously whenever the global cooldown is not active, at a Chakra every half-GCD's time, just as it does when pressed. It'd just do so in a smoother, more granular fashion, since progress towards the next Chakra would carry over to the next time one's off the GCD.
Meanwhile, by just allowing Opo-opo its bonus immediately, Form Shift can be replaced entirely with just a mechanic by which either (1) using a Form causes it to weaken for 2 GCDs or (2) using a form different from the last two used generates a stack of a buff, stacking up to 2 times. Perfect Balance would of course prevent said debuff or guarantee said buff. In this way, one is still more or less forced to cycle between all three forms, but one can enter combat from any form and exit Perfect Balance into any improved form without the need for Form Shift.
Last edited by Shurrikhan; 04-03-2021 at 12:43 AM.
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