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  1. #21
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by JRessell View Post
    Do you have a specific example of why gap closers should remain as-is that I missed?
    Yeah, the post above mine which immediately started allocating out the existing melee dps gap closers to the tanks, reserving the most versatile one for WAR. Then watch it immediately get reverted a half patch later because of player complaints that it's too hard to use, why can't we be like PLD. Back to three stacks, no cost, gap close to target we go.

    I mean, there are are plenty of new and unique ways that you can make movement abilities that haven't really been explored. What about a forward jump with a speed boost, like Lost Impetus? What about a simple big speed boost? A stackable set of short distance dashes or rolls? Could you grapple hook a mob to you or vice versa? Can you charge into a mob/teammates and push them into a desired position? Can you levitate and cast spells while moving? Even in a MOBA game where characters may have relatively few abilities, it's not uncommon for at least one of those to be movement related and end up being a defining feature. It's surprising that they're just exploring this now, when there are endless possibilities. Granted, I will say that the standard gap closer to target is hands down far the lowest skillcap way of doing this, which is probably why it predominates. Can you imagine if most of them were actually required skillshots, like Shukuchi? The playerbase would have a conniption.

    Either way, I would hate to see the amount of infighting that ensues from each tank job trying to obtain a better movement set than everyone else.
    (1)

  2. #22
    Player
    Vyrerus's Avatar
    Join Date
    May 2014
    Location
    The Interdimensional Rift
    Posts
    3,600
    Character
    Vicious Zvahl
    World
    Excalibur
    Main Class
    Machinist Lv 100
    They should just give tanks back flips akin to Elusive Jump. Excuse them as tool to pick up mobs from people lagging behind.

    PLD's - No One Left Behind - Slam their shield into a generated holy projection and skate backwards 15y
    WAR's - You're Mine! - Slam their axe into the ground to propel themselves 15y back
    GNB's - Method of Madness - Detonate a special cartridge and blow self backwards 15y
    DRK's - Back in Black - Shoot darkness energy forward to jet backwards 15y

    Put'em all on a 30 sec cooldown, and then BAM! Every tank has an equal, flavored gap closer that requires a modicum of attention to use, and is specifically for utility.
    (0)

    (Signature portrait by Amaipetisu)

    "I thought that my invincible power would hold the world captive, leaving me in a freedom undisturbed. Thus night and day I worked at the chain with huge fires and cruel hard strokes. When at last the work was done and the links were complete and unbreakable, I found that it held me in its grip." - Rabindranath Tagore

  3. #23
    Player
    J-Reyno's Avatar
    Join Date
    Jun 2017
    Posts
    130
    Character
    Rayner Blackwolfe
    World
    Mateus
    Main Class
    Dark Knight Lv 90
    I'm actually really into the idea of tanks having their own version of dps gap closers. Especially Beddict's idea of DRK using Esteem as an anchor for ingress/egress kind of movement. I'll join in with my ideas:

    PLD
    Recourse - Rush to a targeted enemy's or party member's location. Creates a barrier around target that absorbs damage equivalent to a heal of 200 potency, or around self if enemy is targeted. 20y range. Maximum Charges: 2

    WAR
    Onslaught - Rushes target and delivers an attack with a potency of XX. 20y range. Beast Gauge Cost: XX.
    Give Ground - Delivers an attack with a potency of XX. Additional Effect: 10-yalm Backstep. Beast Gauge Cost: XX.

    DRK
    Dark Advance - Quickly dash 15 yalms forward. Additional Effect: Leaves behind a simulacrum at point of origin, and grants Dark Dance to self. Duration: 10s.
    Dark Retreat - Quickly dash 15 yalms backwards. Additional Effect: Leaves behind a simulacrum at point of origin, and grants Dark Dance to self. Duration: 10s.
    Dark Return - Move instantly to the simulacrum left behind by you. Can only be executed while under the effect of Dark Dance. 30y range.

    GNB
    Blast Charge - Quickly dash 10 yalms forward. Maximum Charges: 3

    This gives PLD a Thunderclap that leans into the support/shield tank fantasy of the job with a cover/intervene mashup. WAR with a SAM-style backstep and gapcloser, deals damage but due to gauge cost is only used for movement. DRK is Beddict's Esteem shadow port idea that reimagines our old Dark Dance. And GNB is DNC's En Avant, using a blast from the gunblade to propel forward.
    (0)

  4. #24
    Player
    Drakkaelus's Avatar
    Join Date
    Feb 2015
    Posts
    129
    Character
    Drakkaelus Grimkaiser
    World
    Coeurl
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Satarn View Post
    I mean, I'm sure there are some legit arguments against it, but mobility being "useless gimmicks" in 90% of the game is a silly take. It's literally useful even on something like dungeon pulling (Hell's Ingress feels really fantastic on pulls btw) and just about every casual content boss that moves/teleports, requires you to disengage for AoE/other mechanics or spawns adds, which you can find in dungeons, normal modes, ally raids and deep dungeons. I am honestly hard pressed to think of battle content in this game where you wouldn't use mobility if available, because even killing open world mobs for a quest is faster when you can jump from one kill to another - not to mention it's just fun.

    Sure, having damage on mobility doesn't affect you unless you're optimizing, but it's not like removing it would make these skills any less useful for movement in non-optimized content.
    I could just...walk out of the way...like I've been doing.

    It's not the serious in normal/open world content. I'd rather have the damage.
    (0)

  5. #25
    Player
    AziraSyuren's Avatar
    Join Date
    Mar 2016
    Posts
    566
    Character
    Azira Syuren
    World
    Balmung
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Lyth View Post
    On second thought, let tanks stick with what they have. I had forgotten how PLD and WAR players always demand the best stuff for themselves until the dev team caves. We can do without teleporting WARs.
    True, but I'll personally never ask for anything again after Primal Rend and Bloodwhetting.
    (0)

  6. #26
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,688
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Ngl, I always thought Beast Gauge Onslaught WAS the solution and was arguably a lot better than the pathetic 3 charges we have - now instead of using when it is actually useful we cringe at the idea to use it outside of damage buffs.

    Yet an insane amount of people wanted Onslaught off the gauge - this is the result. We had a damaging Onslaught that also did some nice free damage under Inner Release, which we could use at our own leisure and we traded it for a copy of what the other tanks had, and now we complain about how bad it is.

    The other tank's shouldve had their equivalent of Onslaught, not the other way around. The "how" should always boil down to generally making as damage neutral as possible without the increase of uptime, which the two-charge system fails.

    People complaining about WAR having certain differences to other tanks worries me - if Overpower loses their cone AOE on Overpower, it will make me seriously sad as I think cone AOEs feel a lot better to use than circles.
    (6)

  7. #27
    Player
    Satarn's Avatar
    Join Date
    Jul 2016
    Posts
    522
    Character
    K'rheya Tia
    World
    Odin
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Reinhardt_Azureheim View Post
    Yet an insane amount of people wanted Onslaught off the gauge - this is the result.
    Look two posts above yours and you can easily see why that was.
    (0)

  8. #28
    Player RyuDragnier's Avatar
    Join Date
    Oct 2013
    Location
    New Gridania
    Posts
    5,465
    Character
    Hayk Farsight
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Lyth View Post
    On second thought, let tanks stick with what they have. I had forgotten how PLD and WAR players always demand the best stuff for themselves until the dev team caves. We can do without teleporting WARs.
    Yep...remember, PLDs demanding ridiculous things led to DRK losing Reprisal, Low Blow, and Dark Dance (turned into Anticipation) going into Stormblood. I still won't forgive them gutting DRK over that, or the PLDs who made it happen. And before anybody wants to get on my case about that...every tank and melee DPS had a stun prior to Stormblood, with only PLD not having an oGCD stun. There was no reason to take Low Blow and make it universal outside of appeasing PLD players.
    (0)
    Last edited by RyuDragnier; 01-14-2022 at 04:30 PM.

  9. #29
    Player
    Undeadfire's Avatar
    Join Date
    Mar 2011
    Posts
    759
    Character
    Nova' Dragon
    World
    Phoenix
    Main Class
    Paladin Lv 92
    Quote Originally Posted by RyuDragnier View Post
    Yep...remember, PLDs demanding ridiculous things led to DRK losing Reprisal, Low Blow, and Dark Dance (turned into Anticipation) going into Stormblood. I still won't forgive them gutting DRK over that, or the PLDs who made it happen.
    To be fair, it had it coming...

    Reprisal was an insanely overpowered ability, and Low Blow Spamming + Dark Dance was dumb, really dumb.
    (2)
    Gae Bolg Animus 18/04/2014

  10. #30
    Player RyuDragnier's Avatar
    Join Date
    Oct 2013
    Location
    New Gridania
    Posts
    5,465
    Character
    Hayk Farsight
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Undeadfire View Post
    To be fair, it had it coming...

    Reprisal was an insanely overpowered ability, and Low Blow Spamming + Dark Dance was dumb, really dumb.
    Reprisal I knew we had coming, but to destroy our Low Blow and Dark Dance...I still cry internally about that. The change of Dark Dance to Anticipation was really questionable since WAR had Raw Intuition giving a 100% parry rate at that time, so they didn't really need it, and PLD had the blocks so they didn't need it. Low Blow could have just lost its connection to crits and it would have been fine without making it to where we had to waste a role skill slot on DRK just to have it. Overall, a lot of the gutting of DRK kit to SB was really questionable.
    (0)

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