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  1. #1
    Player
    Baxcel's Avatar
    Join Date
    Jan 2019
    Posts
    550
    Character
    Baxcel Farshot
    World
    Lamia
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Lyth View Post
    I thought that Salt and Darkness was somewhat interesting, until I saw what they did with Doton and Hollow Nozuchi. But having the damage from your ground target AoE effectively 'combo' off of certain actions performed when its active was probably considered to be too involved for a tank job or something.

    I'm starting to see why they do animation upgrades every so often, and I do think that it's worthwhile, especially now that they've figured out hitstop with Reaper.
    Honestly it's kinda a slap to the face for DRK players.. here you go DRKs.. you don't need to aim Salted Earth anymore to make it easier on you guys.. then they turn around and fix ground targeting for all the other jobs instead of just doing the same lol

    I've said it before and I'll say it once again.. Bloodwhetting should of been our recovery skill.. DRKs whole role was around building blood and empowering ourselves with it for damage and sustain.. giving DRK that one skill would of fixed so much for their lacking in self-sustain.. it would fix living dead on single target like a raidboss but it would of fixed the dungeon problem.

    Also Living Shadow and RPR void fusion.. anyone else think that should of been DRKs lv80 ability? Our lv70 job story was literally coming to terms with ourselves and welcoming the different sides of ourself into us.. you know visualized by the actual fractioning of our soul stones.. an yet our lv80 was to push that darkness out of ourselves.. the infusing of RPR would of been much more in line with our job story an growth.
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  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Lyth View Post
    I thought that Salt and Darkness was somewhat interesting, until I saw what they did with Doton and Hollow Nozuchi. But having the damage from your ground target AoE effectively 'combo' off of certain actions performed when its active was probably considered to be too involved for a tank job or something.

    I'm starting to see why they do animation upgrades every so often, and I do think that it's worthwhile, especially now that they've figured out hitstop with Reaper.
    Ahh, but this actually shows commendable foresight. Stick 'attacks trigger interaction from field effects' on NIN, and you're fine. Stick it on Salted Earth and there'd be torches, pitchforks, feathers, and tar over our apparently having copied Death & Decay from WoW. /s

    But, honestly, more than a matter of complexity, it'd likely have caught flak for having made DRK feel even more rooted during Salted Earth by increasing its importance (and not in a way that, like Salt and Darkness, can be dumped quickly). Heck, when I first heard about the skill, I figured it'd drain half the remaining duration of Salted Earth to deal that tick damage instantly at a slightly reduced effect.

    Quote Originally Posted by Baxcel View Post
    Honestly it's kinda a slap to the face for DRK players.. here you go DRKs.. you don't need to aim Salted Earth anymore to make it easier on you guys.. then they turn around and fix ground targeting for all the other jobs instead of just doing the same lol
    As much as I want a remotely placeable Salted Earth back, ground targeting is still far from fixed. It still can't quite be properly queued, is still messed up by frame-spikes causing clicks to act like holds and therefore simply move the camera instead, still lacks any form of smart snapping, still can't 'use on release', still won't constrain its indicator to its maximum range, or any of various other features you'd expect from an MMO XIV's age.
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