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  1. #21
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,206
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Demetri_Delethorn View Post
    Exactly. Dungeons are far more stressful than needed due to the cone. It's just artificial difficulty. Clunky =/= riveting gameplay.
    Highly disagree. The purpose of the cone is to let the WAR know to reposition themselves to hit all the enemies for the party members. By and large, if the enemies are spread farther apart where you can't hit them in a conal range, then it means one of your party members will not be able to hit the target if their AoE isn't large enough. Circle AOE range doesn't allow Line-based AoE to reach all enemies as easily if they're spread too far apart, and skills that target in a circle AoE from a mob may not reach other mobs if the targeted mob's hitbox is too big. A WAR that slightly moves mobs together after that will make it easier for all the other jobs to hit the enemies. I've usually seen other tanks fail in this regard because they don't have WAR's Conal AoE to subtly indicate they need to quickly reposition for that reason as they are only focused on their own DPS rather than making it easier for the party to DPS in addition to their own.

    As for aggro management, it's a non-issue for all tanks. If you're really worried about maintaining aggro as a WAR, target at least one enemy to pull aggro towards you (assuming this enemy is linked to all other mobs), then use equilibrium to generate aggro on all mobs via healing. Due to tanks having 10x aggro generation from tank stance, it's still a non-issue.
    (23)

  2. #22
    Player
    SamsaraTrickstar's Avatar
    Join Date
    Aug 2021
    Posts
    544
    Character
    Samsara Trickster
    World
    Spriggan
    Main Class
    Dark Knight Lv 90
    Sadly they going to do it more as they want to make the game a single players easy mode game that have end game that is harder.
    (2)

  3. #23
    Player
    Nekokaori's Avatar
    Join Date
    Mar 2022
    Posts
    150
    Character
    Kaori Yurei
    World
    Lamia
    Main Class
    Archer Lv 57
    Quote Originally Posted by SamsaraTrickstar View Post
    Sadly they going to do it more as they want to make the game a single players easy mode game that have end game that is harder.
    ill be honest id have no issue with that if end game wasn't such forced social bs
    (6)

  4. #24
    Player
    Demetri_Delethorn's Avatar
    Join Date
    May 2014
    Location
    Eulmore
    Posts
    214
    Character
    Limited Edition
    World
    Sargatanas
    Main Class
    White Mage Lv 90
    Quote Originally Posted by AnotherPerson View Post
    Highly disagree. The purpose of the cone is to let the WAR know to reposition themselves to hit all the enemies for the party members. By and large, if the enemies are spread farther apart where you can't hit them in a conal range, then it means one of your party members will not be able to hit the target if their AoE isn't large enough. Circle AOE range doesn't allow Line-based AoE to reach all enemies as easily if they're spread too far apart, and skills that target in a circle AoE from a mob may not reach other mobs if the targeted mob's hitbox is too big. A WAR that slightly moves mobs together after that will make it easier for all the other jobs to hit the enemies. I've usually seen other tanks fail in this regard because they don't have WAR's Conal AoE to subtly indicate they need to quickly reposition for that reason as they are only focused on their own DPS rather than making it easier for the party to DPS in addition to their own.

    As for aggro management, it's a non-issue for all tanks. If you're really worried about maintaining aggro as a WAR, target at least one enemy to pull aggro towards you (assuming this enemy is linked to all other mobs), then use equilibrium to generate aggro on all mobs via healing. Due to tanks having 10x aggro generation from tank stance, it's still a non-issue.
    lol you can position mobs with a circle AoE. the only problem I see in dungeons is DPS not waiting for the tank to pull everything they want to, then they start ripping aggro away. Changing the outdated and clunky cone to a circle will help fight back against DPS who do this, as I'll be able to make sure I'm hitting everything to build my aggro.
    (2)

  5. #25
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    3,895
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by AnotherPerson View Post
    I've usually seen other tanks fail in this regard because they don't have WAR's Conal AoE to subtly indicate they need to quickly reposition for that reason as they are only focused on their own DPS rather than making it easier for the party to DPS in addition to their own.
    I'm seconding this. The amount of time I see my Gravity spams does not hit all mobs in dungeon pulls is quite riveting, and it's mostly because the tanks standing still being surrounded by the mobs instead of trying to make sure as much mobs are clumped together as possible. I find it easier as a WAR to reposition because I can always target the furthest mob from me and the cone will hit all existing mob. The extra 3y does help.
    (14)

  6. #26
    Player
    VentVanitas's Avatar
    Join Date
    Feb 2020
    Posts
    676
    Character
    Seiko Hanamura
    World
    Kujata
    Main Class
    Black Mage Lv 100
    I don't have trouble grabbing trash with Overpower. All I do is AoE once and Orogeny to catch any I miss. If anyone snatches aggro as I run to the second pack then it doesn't really matter that much because all it takes is one button to rip aggro back.
    (1)

  7. #27
    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 Recon1o6 View Post
    ...
    Players generally don't like sacrificing damage output in the name of utility, regardless of skill level. Being more powerful than other jobs is not a good basis for an 'identity', as we've seen multiple times in the past.
    (1)

  8. #28
    Player
    MiaShino's Avatar
    Join Date
    Jun 2021
    Posts
    509
    Character
    Mia Shino
    World
    Excalibur
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Demetri_Delethorn View Post
    lol you can position mobs with a circle AoE. the only problem I see in dungeons is DPS not waiting for the tank to pull everything they want to, then they start ripping aggro away. Changing the outdated and clunky cone to a circle will help fight back against DPS who do this, as I'll be able to make sure I'm hitting everything to build my aggro.
    Soooo.. Overpower backwards? Once? Voke? Tomahawk backwards into the yellow circle that is becoming green? Heck no am I thumbing my rumpus on any job when could make mobs half dead on the way there. Should be sprinting between packs anyways and with sprint up (it should be) you will be out of the range for every circle AOE the other tanks have.

    Mah. Are people really having the issues with Overpower this fricken frequently? My sprouty friend figured out backwards Overpower when she was in Sastasha. Seriously, am about to pull double fake out on dev team by complaining that White Mage having fewer oGCD heals makes it super duper hard and if only Lilies were ogcd deeps neutral turning Blood Lily into proper movement tech. They seem to only fix things when players struggle with them.

    Quote Originally Posted by VentVanitas View Post
    I don't have trouble grabbing trash with Overpower. All I do is AoE once and Orogeny to catch any I miss. If anyone snatches aggro as I run to the second pack then it doesn't really matter that much because all it takes is one button to rip aggro back.
    Mmhmm! Which you can do with Overpower's mountain sized cone. Wonder how many minds I can blow by suggesting to some that they do a running backwards Flood of Dankness to generate additional threat on Dark Knight?
    (6)

  9. #29
    Player IdowhatIwant's Avatar
    Join Date
    May 2020
    Posts
    934
    Character
    Jimbo Jimbo
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Lyth View Post
    Variations in gameplay cannot come at the expense of job balance. Otherwise you end up with homogenized picks instead of homogenized jobs, which is even worse.

    The real problem isn't homogenizing jobs. It's partially homogenizing them. If another job does everything else identically +1 extra thing, then you've created a mandatory pick. Either make the differences significant enough that players can't make a simple mathematical comparison, or make them identical.
    Not really, even when classes were not as homogenized every class was viable. In the end that is all that matters if every class is viable to clear content. Mandatory picks and meta game play is more for competitive games.

    Your concept of everything +1 extra thing isn't viable either. There is never really a reason to bring a ninja over a reaper, machinest over a monk, a samurai over a blackmage or a bard over a dancer. The only real reason people use is raw damage numbers. So to narrow it down to a mandatory pick as an excuse for things just aren't homogenized enough is just incorrect.

    This game used to have a whole system of synergies, to where if you have x than it is not a bad idea to bring y because they synergize but we did away with that to homogenize things. There was never an actual issue at this time but people would complain and say that x class was not viable for y reason that was usually untrue. The game is in the state it is simply because people won't take time to learn to play so the devs have to make the game play for us. It sucks and I blame this games horrible player base, as well as the devs disconnection between the way they believe the game plays and the way the players actually play it.
    (13)

  10. #30
    Player
    Lothari's Avatar
    Join Date
    Nov 2020
    Location
    Limsa
    Posts
    7
    Character
    Quinarth Snowtide
    World
    Lamia
    Main Class
    Marauder Lv 80
    Im currently going max level of Hopium right now
    the 6.1 reveal of job changes didn't excite me at all in fact it send me into depression

    lets start with the most unforgivable
    SAM Kaiten
    Simple reason is button bloats according to 6.1 stream reveal, the reality is Kaiten is critical in SAM playstyle as it will give players to managed their kenki so it don't just spam 1 oGCD dmg buttons.
    DO NOT REMOVE KAITEN instead merged Sohoa I & II into 1 button or Hissatsu guren and senei into 1 buttons
    NIN
    Nin changes doesn't make sense at all.

    Mug as a new party utility with 120 second
    Why not just make trick attack 120 second and reduce the potency then increase the mug potency and make it 60 second

    DRK:
    WD now give lifesteals

    need more testing and explanations.
    (0)

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