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  1. #1
    Player
    Jirah's Avatar
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    Aug 2017
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    1,867
    Character
    Jira Dal'riata
    World
    Ultros
    Main Class
    Bard Lv 100
    EW RDM is probably the most changes it got so far. RDM base kit is mild but wild and after stagnating in SHB it finally got some color in its cheeks

    Out of all of it I’m not a fan of “Scorch skills” example being a skill that only exists to follow up another. A fake rotation. Rouge Crevasion (Giant rose tabby thing) looks all fine and flashy but really a folllow up skill to scorch which was already a follow up skill to Verflare/Holy which was already a follow
    Up skill to Melee finisher? This was the stupid trend this expansion but this is very blantanly skill fodder. Nothing is added and nothing is gained because that skill only matters due to the Congo-line of skills followed by it. Feels way to automatic and hope they trend dies this expansion
    (2)

  2. #2
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    12,881
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Jirah View Post
    Out of all of it I’m not a fan of “Scorch skills” example being a skill that only exists to follow up another. A fake rotation. Rouge Crevasion (Giant rose tabby thing) looks all fine and flashy but really a folllow up skill to scorch which was already a follow up skill to Verflare/Holy which was already a follow
    Up skill to Melee finisher? This was the stupid trend this expansion but this is very blantanly skill fodder. Nothing is added and nothing is gained because that skill only matters due to the Congo-line of skills followed by it. Feels way to automatic and hope they trend dies this expansion
    At least there will be inevitably be mods by which to rein in that pointless button bloat. You know, so we can choose between having a more polished experience with intuitive and efficient control schemes or being able to actually stream our games?
    (0)

  3. #3
    Player
    Gruntler's Avatar
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    Sep 2013
    Location
    Ul'dah
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    317
    Character
    Kawaiian Punch
    World
    Faerie
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Shurrikhan View Post
    At least there will be inevitably be mods by which to rein in that pointless button bloat. You know, so we can choose between having a more polished experience with intuitive and efficient control schemes or being able to actually stream our games?
    As far as I can tell, the only certain new button is the magic barrier. VerBLOOSH is probably going to use the same button as Jolt/Scorch. No need for mods given existing RDM design. The other thing I could predict is Veraero II and Verthunder II transmuting to Verholy and Verflare resp., and Impact transmuting to Scorch, as QoL.

    I'm remaining optimistic, because the ability to pool gauge solves and addresses a lot of things about the job.
    (2)

  4. #4
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    12,881
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Gruntler View Post
    As far as I can tell, the only certain new button is the magic barrier.
    I suppose it is decently(?) likely that they already learned their lesson from the likes of Dream Within a Dream ➝ Assassinate or Gnashing ➝ Savage ➝ Wicked and won't go out of their way to waste space this time around, but we've been a little too often burned for me to assume that at this point. I'll be... tentatively hopeful, though.

    Even then, to be fair, I'm not sure why they don't make Verfire/Verstone also convert to Jolt (II) when there's no proc available, don't have Veraero II/Verthunder II turn into Impact under Dualcast/Swiftcast, or the melee combo fall under one button, etc. There's not really any point in those being separate, so long as they allow you to complete a Verstone/Verfire cast even if the proc duration ends mid-cast.

    VerBLOOSH
    ...I will probably be hearing that over raid comms every time my group's RDM hits that button. Oof.

    The other thing I could predict is Veraero II and Verthunder II transmuting to Verholy and Verflare resp., and Impact transmuting to Scorch, as QoL.
    Given that Veraero and Verthunder already convert to Holy and Flare, respectively... well, now I just want to see single/AoE options of each as Verbanish/Verscourge for ST and Verholy/Verflare for AoE...

    I'm remaining optimistic, because the ability to pool gauge solves and addresses a lot of things about the job.
    It really does. Riposte randomly having a higher cost than the other melee spenders still weirds me out just a bit, but I do love that we actually have some banking potential now. The Manafication change, too, is really, really nice. RDMshoten, basic and dull, sure, but it's still way better than the mess that was the MP-doubling effect.
    (1)
    Last edited by Shurrikhan; 09-21-2021 at 05:08 AM.

  5. #5
    Player
    Gruntler's Avatar
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    Sep 2013
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    Ul'dah
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    317
    Character
    Kawaiian Punch
    World
    Faerie
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Shurrikhan View Post
    Even then, to be fair, I'm not sure why they don't make Verfire/Verstone also convert to Jolt (II) when there's no proc available
    I think the reason is technical. The default would be Jolt II so there's no way to put it on your bar in such a way that it differentiates which Jolt II you mean to have as Verfire and which Verstone.


    Given that Veraero and Verthunder already convert to Holy and Flare, respectively... well, now I just want to see single/AoE options of each as Verbanish/Verscourge for ST and Verholy/Verflare for AoE...
    I think the intent now is just that they cleave, which I'm okay with. I can admit that, this implimentation, I'll be fine with just dumping AoE Blaps on dungeons with impunity. RDM is already rediculous here, I do not mind being Rediculawesome. I don't think RDM -needed- it, but if it makes some players giggle with delight while letting me melt trash I can't really complain. I'm just happy that it seems RDM isn't getting more buttons but it also doesn't seem to be losing tools either--but it's ending up evolving regardless.

    And the new Verholy and Scorch do look *chef's kiss*


    It really does. Riposte randomly having a higher cost than the other melee spenders still weirds me out just a bit, but I do love that we actually have some banking potential now. The Manafication change, too, is really, really nice. RDMshoten, basic and dull, sure, but it's still way better than the mess that was the MP-doubling effect.
    Yeah, I.... i don't know what Riposte's role is going to be going forward. I can't help but wonder if our intended mobility going forward is accomplished by banking melee phases and slidecasting. I honestly wouldn't be surprised if it got the purge. It's not like it's needed to keep from capping under 120 any more.
    (0)
    Last edited by Gruntler; 09-21-2021 at 06:23 AM.

  6. #6
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    12,881
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Gruntler View Post
    I think the reason is technical. The default would be Jolt II so there's no way to put it on your bar in such a way that it differentiates which Jolt II you mean to have as Verfire and which Verstone.
    I guess I just figured they could sort of reverse it. For instance, the moment you acquire Verfire/Verstone, Jolt would be traited to no longer be attachable to one's hotbar, much like Flare/Holy, so you'd really have Verfire and Verstone, not Jolt (II) on your hotbars; it's just that Fire and Stone would each downgrade to Jolt (II) when their respective procs aren't active.


    I think the intent now is just that they cleave, which I'm okay with. I can admit that, this implimentation, I'll be fine with just dumping AoE Blaps on dungeons with impunity. RDM is already rediculous here, I do not mind being Rediculawesome. I don't think RDM -needed- it, but if it makes some players giggle with delight while letting me melt trash I can't really complain.
    I could have sworn we had a discussion about this earlier(?) -- granted, back then Moulinet couldn't charge the Flare/Holy combo.

    But anyways, same. It's not as if we have any serious dungeon or otherwise particularly AoE-centric content anyways, and BLM and SMN each had expansions in which they were easily the kings of AoE, so I'm not going to begrudge RDM a night under the stage lights.

    Yeah, I.... i don't know what Riposte's role is going to be going forward. I can't help but wonder if our intended mobility going forward is accomplished by banking melee phases and slidecasting. I honestly wouldn't be surprised if it got the purge. It's not like it's needed to keep from capping under 120 any more.
    It's not that I mind Riposte still existing, even if it forces out potential potency traps from its ramp up time and, as per any other combo, backloaded average ppgcd. I just feel like it's unintuitive and underutilized.

    If there were to be uneven mana costs, I'd have thought we'd want Riposte to be the cheapest and Redoublement the most expensive so that the resultant ppgcd costs of shorter/clipped combos wouldn't be so damn high and, accordingly, Riposte could be used for modularity and banking. (Granted, that role was largely eaten up by Reprise, though I feel like that could easily be made a dynamic skill atop Riposte, to be used from outside melee range.)

    Moreover, so long as we're going to have a sword on a caster... I'd like that sword and its skills to be more useful to our casting. For instance, what if any Enchanted melee skill procced Dualcast? That'd give us an actual occasional reason to use Enchanted Riposte outside of the full combo so it doesn't feel so lackluster during the leveling experience.

    _________

    Unrelated pipedream:

    I'd really like to see Corps-a-corps and Displacement get the Gyoten/Yaten treatment. Have them cost 5 or 10 gauge but deal much higher potency (low effective potency cost relative to standard rotation, with CaC and Disp each getting buffed with Flare/Holy, +1 [Scorch] and +2 [Red Rune Railgun]), and have 3 shared charges on a fairly quick timer.
    (0)

  7. #7
    Player
    Rongway's Avatar
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    Aug 2013
    Posts
    4,185
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Riposte randomly having a higher cost than the other melee spenders still weirds me out just a bit,
    Quote Originally Posted by Gruntler View Post
    Yeah, I.... i don't know what Riposte's role is going to be going forward. I can't help but wonder if our intended mobility going forward is accomplished by banking melee phases and slidecasting. I honestly wouldn't be surprised if it got the purge. It's not like it's needed to keep from capping under 120 any more.
    I believe you're talking about different things. It sounds like Gruntler meant Reprise, the cheap bladebeam attack for preventing overcaps when fixing procs or prepping for Manafication.

    It was not shown in the job actions trailer, but that doesn't mean anything; half of our spells that we can be certain haven't been cut weren't shown in the trailer either. If Reprise is still in, its cost will probably have been reduced to 4|4 or 3|3, and, regardless of its cost, we would need to do a new cost/benefit analysis of it to determine the circumstances under which it's still an effective use of mana given EW potencies.


    As for Shurrikhan's criticism of Riposte, it costs more than Zwerchhau and Redoublement as a penalty for failing to follow through. This could have similarly been accomplished more demonstrably with 30+10+10 costs, but 20+15+15 is far more lenient.
    (1)
    Last edited by Rongway; 09-21-2021 at 02:49 PM.
    Error 3102 Club, Order of the 52nd Hour

  8. #8
    Player
    Gruntler's Avatar
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    Sep 2013
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    Ul'dah
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    317
    Character
    Kawaiian Punch
    World
    Faerie
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Shurrikhan View Post
    I guess I just figured they could sort of reverse it
    I suppose that could work?

    I could have sworn we had a discussion about this earlier(?)
    Yeah. I'm still not 'for' more AoE stuff per se, but if it's there it's there and I'll get used to it. It's really more the ability to instantly manaficate at 10/10 and just go ham on the first pack in a dungeon that pleases me, cause then that melts pack 1 and leaves pack 2 for building meter for the boss while putting Embo and Manaf on cooldown. This is going to feel really good in dungeons so if people who want 7 AoE buttons are happy and it doesn't add button-bloat (my real concern), then I don't mind being wrong about this. Button bloat was really the core of my objection, so something that makes life fun for everyone else AND conserves buttonspace is a win for everyone.

    But anyways, same. It's not as if we have any serious dungeon or otherwise particularly AoE-centric content anyways, and BLM and SMN each had expansions in which they were easily the kings of AoE, so I'm not going to begrudge RDM a night under the stage lights.
    I mean, it's not like RDM isn't amazing at it now. Though it looks like BLM is getting a bit more power in its AoE kit as well.

    I don't mind. I like melting mooks.

    It's not that I mind Riposte
    I meant Reprise, as Rongway caught. Appreciate the commentary

    I'd really like to see Corps-a-corps and Displacement get the Gyoten/Yaten treatment.
    I feel like that'd trip over the need to get 4 in manaf window.

    Quote Originally Posted by SkyCake
    T3 Enchanted Moulinets stills seems like too much.
    3 Moulis is 60/60 but AoE guage generation is untouched. This changes your pre-manafication build to 10/10 instead of 50/50, which is literally just two dualcast pairs before you're diving in with your burst. So you're going in HOT at the start of the dungeon. Any additional guage is banked so if you spend the first pull casting to build gauge before the tank has things situated (as best as you can) you can then have work put towards the next pull as well. If you end up not using meter on the second pull, that's meter you WILL have for the boss, so it all works out.

    Quote Originally Posted by Rongway
    It was not shown in the job actions trailer
    Yeah, it's just we won't need a gauge dump to prevent overcapping, and we can bank melee phases for movement... so it's hard to say what the intended usecase for Reprise will turn into.

    It might even just become a 'use it if you got extra' button. I dunno. I wouldn't be shocked if it got pruned and I wouldn't be shocked if it stayed. I prefer if it stayed though.
    (0)

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