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  1. #1
    Player
    Rosenstrauch's Avatar
    Join Date
    May 2015
    Location
    Valnain
    Posts
    828
    Character
    Wind-up Antecedent
    World
    Zalera
    Main Class
    Rogue Lv 100
    Quote Originally Posted by Mortex View Post
    Inner release on release was that you use only 50 % of gauge costing ability making it have no buff window time.
    This is technically correct, but ignores a few facts. The first is that Inner Release lasted twice as long as it does now (20 seconds instead of 10). The second is that WAR had a second cooldown it used in conjunction with Inner Release: Berserk, which in early Stormblood raised WAR's damage by 30% for 20 seconds. The third is that Berserk and Inner Release had cooldown times of 60 and 120 seconds respectively, meaning that WAR had two separate burst windows: One with Inner Release, and one without it.

    Once 2018 rolled around, they changed how Berserk and Inner Release worked. Instead of granting 30% bonus damage, Berserk made all of your damage auto-direct critical hit. It also had its duration cut in half, from 20 seconds to 10. And at level 70, the player was given a Trait that passively replaced Berserk with the new Inner Release, which on top of auto-direct critical hits also made all gauge spending attacks free.

    I can't say this was done with the intent of buffing or nerfing WAR, as I'm no number cruncher. But I can tell you what taking two cooldowns encouraging good gauge management to maximize your outgoing damage during your burst windows, and replacing them with a single cooldown that completely removes gauge management from the equation alongside BIG!! BOLDED!! EXCITED!! NUMBERS!! FOR!! TEN!! SECONDS!! looks like: making the job more appealing to casual players.

    That said, all of the above is just a tangent, really.
    (10)

  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 Rosenstrauch View Post
    I can't say this was done with the intent of buffing or nerfing WAR, as I'm no number cruncher. But I can tell you what taking two cooldowns encouraging good gauge management to maximize your outgoing damage during your burst windows, and replacing them with a single cooldown that completely removes gauge management from the equation alongside BIG!! BOLDED!! EXCITED!! NUMBERS!! FOR!! TEN!! SECONDS!! looks like: making the job more appealing to casual players.
    Nah. There's no singular group we can pin the IR change to, given that it was well received by players in every category, but the purpose of giving consistent results to the IR / Berserk window was a sticking point to those who care about the result, not the build up.

    Mitigating RNG isn't something I see chief among concerns of the more casual playerbase.
    (3)

  3. #3
    Player
    WhyAmIHere's Avatar
    Join Date
    Apr 2017
    Location
    Gridania/Lominsa
    Posts
    950
    Character
    Mute Shellback
    World
    Behemoth
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Kabooa View Post
    Mitigating RNG isn't something I see chief among concerns of the more casual playerbase.
    Casuals: Is this easy? Does it feel fun to play? Does it look cool/flashy/badass/tough? Am I rewarded for doing okay?
    (1)