Page 12 of 33 FirstFirst ... 2 10 11 12 13 14 22 ... LastLast
Results 111 to 120 of 330
  1. #111
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
    Location
    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Raikai View Post
    I mean, the class rework maybe simplified things too much mechanically, but at least there's space for complexification in EW.
    Do we know they are looking to make things more complex?
    Last time I heard Yoshi shared their philosophy on that they said (before ShadowBringers) they were looking to make jobs simpler and fights more complex.
    Have we any indication they've changed course on that already?
    (0)

  2. #112
    Player
    CKNovel's Avatar
    Join Date
    Aug 2019
    Posts
    1,915
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by ItMe View Post
    Do we know they are looking to make things more complex?
    Last time I heard Yoshi shared their philosophy on that they said (before ShadowBringers) they were looking to make jobs simpler and fights more complex.
    Have we any indication they've changed course on that already?
    Last indications were:
    -We want more Abilities like PLD Wings (Please no more button "hold and don't move")
    -Melee will be simpler and ranged won't always have the upper hand.
    (3)

  3. #113
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,404
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by ItMe View Post
    Do we know they are looking to make things more complex?
    Last time I heard Yoshi shared their philosophy on that they said (before ShadowBringers) they were looking to make jobs simpler and fights more complex.
    Have we any indication they've changed course on that already?
    Even so, I feel that MCH got stripped of so many layers of gameplay complexity that at this rate, they can use anything to make it more interesting... let it be a Wildfire rework, or a new lv90 thing, while keeping the simpler approach. I absolutely hated the SB iteration because of the RNG of the 1-2-3 combo (even optimizing the ammo usage, you'd still be prone to RNG a lot of times), the ping unfriendly Wildfire and the absolute clunky usage of Flamethrower. I'm glad those are gone for, but at the same time, the job became more or less braindead, which is way below the "keep it simple" threshold.

    For example, BLM is the type of job that I literally can't see going anywhere other than just spell upgrades for added visuals.
    (0)

  4. #114
    Player
    Kazwako's Avatar
    Join Date
    Apr 2021
    Location
    Gridania
    Posts
    12
    Character
    Kitty Ozara
    World
    Zodiark
    Main Class
    Archer Lv 80
    I agree with the comments on Bard. I have mained bard since I started playing and wish I could do more to help with damage in the dungeons. I remember doing a dungeon and the tank was like 'brd you even doing anything?!' like no, the buffs just magically appeared for you. I think Brd needs a boost to be recognised as more useful in a dungeon.
    (0)

  5. #115
    Player
    Aiscence's Avatar
    Join Date
    Oct 2018
    Posts
    153
    Character
    Aiscence Amano
    World
    Moogle
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Raikai View Post
    Even so, I feel that MCH got stripped of so many layers of gameplay complexity that at this rate, they can use anything to make it more interesting... let it be a Wildfire rework, or a new lv90 thing, while keeping the simpler approach. I absolutely hated the SB iteration because of the RNG of the 1-2-3 combo (even optimizing the ammo usage, you'd still be prone to RNG a lot of times), the ping unfriendly Wildfire and the absolute clunky usage of Flamethrower. I'm glad those are gone for, but at the same time, the job became more or less braindead, which is way below the "keep it simple" threshold.

    For example, BLM is the type of job that I literally can't see going anywhere other than just spell upgrades for added visuals.
    I absolutely loved SB's mch, it wasn't as random as people made it to be, a red mage or a dancer are wayyyy more random, and it wasnt impacting you as much, as the biggest dps was during 10 seconds. i'm totally with you for the lag part tho, not like people asked for a 11 sec WF/gcd based to compensate it for 2 years. I actually didnt mind flamethrower, as it was adding a layer of complexity and it asn't actually that bad after getting used to.
    There isnt really any complexity left to mch anymore, I think it's the dps with the lowest different between a low percentile a high one? you can optimize the use of Barrel stab to have one more hypercharge, summon your turret to catch the buffs and that's it.
    (0)

  6. #116
    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 Aiscence View Post
    I absolutely loved SB's mch, it wasn't as random as people made it to be, a red mage or a dancer are wayyyy more random, and it wasnt impacting you as much, as the biggest dps was during 10 seconds. i'm totally with you for the lag part tho, not like people asked for a 11 sec WF/gcd based to compensate it for 2 years. I actually didnt mind flamethrower, as it was adding a layer of complexity and it asn't actually that bad after getting used to.
    There isnt really any complexity left to mch anymore, I think it's the dps with the lowest different between a low percentile a high one? you can optimize the use of Barrel stab to have one more hypercharge, summon your turret to catch the buffs and that's it.
    I'd argue ShB isn't that different from StB for Mach in terms of overall depth.

    If you didn't crit during wildfire, it didn't matter what you had as a set up going into it. 5 Crit Cooldowns beats double Clean non-crits.

    The variance is pretty easy to explain. The Hypercharge/Wildfire window in StB was much more strict, and as it was where we shoved something like 40% of our damage, it swinging high or low widened the end-result band. Mucking up wildfire was the only thing we could really do wrong, but doing it wrong lead to massive differences.

    Also given it measured primarily by tDPS, party composition influenced this more. Did you get cards? Was there a Dragoon? A ninja? Were buffs lined up? The perfect comp opener with a 5-crit wildfire could jump your final tally so high that perfect execution by someone without would never be able to compare.

    So in ShB, we have a flattened wildfire result (6 GCds will result in a standard 1200 potency for everyone), no RNG combos (not a big deal, but it could matter), two big potency dumps to cornerstone the rotation around, and a flexible dump in the Robot. The higher cast of repeated actions means they're much more likely to normalize, and you'll note your best runs are going to be disproportionate DCrit strings on AA and Robot.

    The shift of measuring metric for our data contributes as well. I bet if older data were recalculated using current methods, you'd see Mach's band tighten considerably. Not to the extent now, due to the above mentioned, but tighten none the less.

    A dragoon alone was close to an 8-10% boost, and despite claims to the contrary, parties existed without them, and Machinists were in those parties, and that data was uploaded.
    (5)

  7. #117
    Player
    CKNovel's Avatar
    Join Date
    Aug 2019
    Posts
    1,915
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Kabooa View Post
    I'd argue ShB isn't that different from StB for Mach in terms of overall depth.
    SB MCH was:
    Wildfire combo -> 1-2-3+use GR/Ricochet+Reset Hot shot buffs -> Repeat every 60 seconds.
    It wasn't a complicated job, simply that if you were lagging, your damage would drop. And flamethrower had a habit of suffering to packet loss.
    HW MCH was much more complex with Mildfire and full Wildfire.

    SB MCH wasn't tested either, at release Overheat status would grant 10% damage and it was quickly pointed as not worth compared to the Cooldown downtime.
    That's right, the whole Heat mechanic was flawed at the release.

    On top of that, damage could make a massive jump if you had a dragoon. And crits within Wildfire aswell, I think in the endgame Wildfire could go between 30k to 60k?
    In any cases, you had to play with RNG, the proc RNG and the crit RNG. I wouldn't go back to SB MCH, even when doing weekly dungeon I played Samurai instead.

    I doubt ranged are the top priority of SQEX, but I'd really like if Yoshida could share a bit more about their plan for jobs, especially SCH/SMN, healers and ranged.
    So far for MCH, I think they need 4 things: Make something different during 123, Less heatblast spamming, make the Queen more than a glorified dot and no more AoE/ST shared cooldown.
    (0)

  8. #118
    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 CKNovel View Post
    I doubt ranged are the top priority of SQEX, but I'd really like if Yoshida could share a bit more about their plan for jobs, especially SCH/SMN, healers and ranged.
    So far for MCH, I think they need 4 things: Make something different during 123, Less heatblast spamming, make the Queen more than a glorified dot and no more AoE/ST shared cooldown.
    I'd let the robot contribute to Wildfire. Adds more weight to gauge expenditure, and if the 5 second wind up before the robot does anything isn't supposed to be for coordinated set up, it should be.

    Reassemble having specialized bonuses for each gadget and Clean shot to vary its best use cases. Examples -
    1. Drill is the Auto DCrit. Your basic standby to judge the others.
    2. Bio Blaster has its DoT extended.
    3. Air Anchor builds additional battery
    4. Clean Shot hits twice.

    I'm mostly okay with Heated shot, but its primary function (1.5 / ammo charges) could easily be ported to just Overheat in general, and Heated Shot can be an overheat finisher. Like it deals 100 + an additional strike of 50 for every previous weaponskill used during overheat.

    Tie it all together, and your wildfire window is 60 minimum gauge Robot, a couple filler gcds, then OH/WF, 1 - 2 - Reassemble Clean - 1 - Heatblast - 2. Six hits from the robot, ten from the player, eleven if we count the extra clean for Heat Blast.

    A cursory glance would show this Machinist at about 6% higher than current, but if that's too great, we can turn back the potency buff given to the 123 combo and that would bring it to around 3%.

    For those curious, this total package, executed well, would mean wildfire for an i530 machinist goes from ~80,000 to ~215,000. Peeling back the potency buff means between 50k and 65k of that is removed from the 123 combo.
    (5)

  9. #119
    Player
    Semirhage's Avatar
    Join Date
    May 2015
    Posts
    1,704
    Character
    Nemene Damendar
    World
    Midgardsormr
    Main Class
    Red Mage Lv 90
    Make Sprint not consume Dualcast. Please and thank you.
    (8)

  10. #120
    Player
    remiff's Avatar
    Join Date
    Jul 2016
    Posts
    808
    Character
    Caius Megaflare
    World
    Ragnarok
    Main Class
    Summoner Lv 100
    SMN:
    rework the pet system to make it less clunky,
    or remplace them . and rework egi disign .

    rework garuda egi assault II effects
    instant Dot on every mob not a ground dot.

    Merge Energy siphon effect on Energy drain > 100p one target 40p all other targets

    keep siphon energy to give II etherflow in a battle during downtime '' no damage '' only give II etherflow '' .

    Merge Dreadwyrm trance with Bahamut .

    and a new Demi-summon '' Diabolos .
    (1)
    Last edited by remiff; 04-19-2021 at 12:10 PM.

Page 12 of 33 FirstFirst ... 2 10 11 12 13 14 22 ... LastLast