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  1. #11
    Player
    ASkellington's Avatar
    Join Date
    Dec 2019
    Posts
    985
    Character
    Xynnel Valeroyant
    World
    Balmung
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Ayche View Post
    What bits and pieces would you adopt?
    AST cards for one.

    We have Balance and Ewer back along with a revamped Spire.

    Is Balance arguably the best of the 3? Well that depends. It is straight up 10% damage, but Spire also has its uses in its Limit Break regen. Of them I'd say Ewer is the weakest, but I still see uses for it in PvP.

    It isn't all 6 cards, but it already feels better than what I have in PvE.
    (9)
    I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.

    #FFXIVHEALERSTRIKE

  2. #12
    Player
    AngeliouxRein's Avatar
    Join Date
    Sep 2018
    Location
    Gridania
    Posts
    312
    Character
    Angelioux Hymnwesfv
    World
    Halicarnassus
    Main Class
    Miner Lv 90
    I'm not really a PVP person so I didn't even look at those changes but...

    They really out here about to convince me to get into PVP. AST changes about to have me actin UP! Seriously, how do we convince the PVP folk to switch to PVE.
    (1)

  3. #13
    Player
    Ayche's Avatar
    Join Date
    May 2021
    Posts
    328
    Character
    Aychelle Tripler
    World
    Raiden
    Main Class
    Paladin Lv 100
    Quote Originally Posted by ASkellington View Post
    AST cards for one.

    We have Balance and Ewer back along with a revamped Spire.

    Is Balance arguably the best of the 3? Well that depends. It is straight up 10% damage, but Spire also has its uses in its Limit Break regen. Of them I'd say Ewer is the weakest, but I still see uses for it in PvP.

    It isn't all 6 cards, but it already feels better than what I have in PvE.
    Different card effects is one thing, but those exact card effects would never make it into PvE as they are.
    Cmon, 10% for PvE for 15 seconds would be ridiculous...
    (0)

  4. #14
    Player CerusSerenade's Avatar
    Join Date
    May 2019
    Posts
    275
    Character
    Phelsarn Lumerais
    World
    Midgardsormr
    Main Class
    Sage Lv 100
    Quote Originally Posted by Gofr View Post
    I think the praise was more to do with the fact that each job in pvp now has it's own unique abilities and flare to it and not just carbon copies of each other with different animations as it is in pve right now.
    Factually incorrect.

    The only way you could reasonably argue this is if your definition for being a "carbon copy" entails dealing damage, healing, having a tank stance, and having a gauge.

    Comparing Black Mage to Summoner, or Ninja to Monk and saying they're carbon copies of each other is hilariously detached from reality.
    (2)

  5. #15
    Player
    Atelier-Bagur's Avatar
    Join Date
    Jan 2022
    Posts
    3,980
    Character
    Cordelia Emery
    World
    Coeurl
    Main Class
    Marauder Lv 82
    Quote Originally Posted by Ayche View Post
    What bits and pieces would you adopt?
    There's some notable examples I can pick lets see:

    1. Gunbreaker's Draw and Junction: Depending on Target allows you to execute different attacks based on their role. Granted this is necessarily tricky to translate into PvE where enemies dont have roles but the idea of drawing power and using it against them implements a fun little function into the class that works well with the job's roots; aka FFVIII's Draw and Junction system.

    2. Astrologian's Balance, Ewer, Spire cards: All have unique party wide effects rather than just straight up more dps buffs. Im not an Astro main so I cant speak for everyone. But I wonder if it would've been better to make all cards unique again but to simplify it by making them be placed for the entire party rather than an individual. It would at least alleviate the slight jankyness of having to quickly scroll through my party list with the d-pad to apply the effect on the correct role on controller imo. But again I'm not sure if anybody would agree with that. But at least make each card have different properties again.

    3. Monk's Thunderclap: in PvP it does more than just "rush to the target, no damage". In pvp it grants you a small skill speed buff AND a barrier to either yourself if target is an enemy or to the party member if you decide to rush towards a friend. Much more interesting that the boring damage-less gap closer we get in PvE.

    4. Machinists's Analysis: Instead of increasing Heat Gauge by 50 in pve. In PvP this button adds additional properties to your main tool buttons; Drill gets a big damage boost, Bioblaster adds Heavy debuff, Air Anchor gets Stun effect, and Chainsaw outright has a chance to yeet and delete a target. Again this wouldnt translate well to PvE combat...at least 1 to 1 but the core aspect of having an extra button to alter the properties of your existing skills (ala Sage) would make the class a lot more fun to play rather than just waiting for your "burst" phase in PvE.
    (4)

  6. #16
    Player
    ASkellington's Avatar
    Join Date
    Dec 2019
    Posts
    985
    Character
    Xynnel Valeroyant
    World
    Balmung
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Ayche View Post
    Different card effects is one thing, but those exact card effects would never make it into PvE as they are.
    Cmon, 10% for PvE for 15 seconds would be ridiculous...
    Balance used to BE 10%. But that isn't the point.

    Point is AST in PvP made their random card system work, AST in PvE should step up its game.
    (10)
    I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.

    #FFXIVHEALERSTRIKE

  7. #17
    Player
    Gofr's Avatar
    Join Date
    Dec 2013
    Posts
    41
    Character
    Rinh Relanah
    World
    Excalibur
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by CerusSerenade View Post
    Factually incorrect.

    The only way you could reasonably argue this is if your definition for being a "carbon copy" entails dealing damage, healing, having a tank stance, and having a gauge.

    Comparing Black Mage to Summoner, or Ninja to Monk and saying they're carbon copies of each other is hilariously detached from reality.
    You are correct in that dps suffers less from the homogenization. I was specifically thinking more of tanks and healers when I made that comment. Yes even amongst them there are differences, but not enough to differentiate them as much as they should be.
    (2)

  8. #18
    Player
    Atelier-Bagur's Avatar
    Join Date
    Jan 2022
    Posts
    3,980
    Character
    Cordelia Emery
    World
    Coeurl
    Main Class
    Marauder Lv 82
    Also dont even get me started on personal Limit Breaks for each job. I WISH we had something like that in PvE. Nothing too big mind you, having the raid wide LB3s is still good and would prefer that system stays. But I think it would be a lot more fun if we had a separate LB gauge that fills depending on your role. Ex. Tanks get their bars filled the more they take damage. Dps get their bars filled the more damage they inflict. And healers get their bars filled the more they heal and support. And each LB can have a unique effect based on that job like how they're doing it with PvP. Again, this is stuff that for sure needs to be balanced in pve content but its the design aspect that appeals to me that I think would benefit for current jobs to feel less homogenized. We needs these ideas to be applicable to pve jobs.
    (5)

  9. #19
    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
    Jeez, some of this design for PvP actions reminds me of the ARR at-launch design...and that's a good thing.
    (7)

  10. #20
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,209
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Ayche View Post
    What bits and pieces would you adopt?
    SCH - Deployment Tactics Doubling as a DoT spreader on SCH (Bane). A lower cooldown will make this skill so much more flexible to use and give the tactician feel.

    DRG - Horrid Roar. A skill Nidhogg, Estinen, and the PvP version can use, all with varying degrees of effect. Definitely plays to class identity that you partaken dragon blood and have dragon powers.

    WHM - Seraph Strike / Miracle of Nature/Aquaveil. I can see Seraph Strike being very useful as it allows the WHM to dash, get a free cure III proc, and also acts as a mitigation skill.
    Miracle of Nature is flavor buff. It would be nice if it can transform any enemy for a couple of seconds in PvE, or failing that - reduce the target's damage temporarily. PvP Aquaveil is basically the improved version of Divine Bension, current Aquaveil, and Esuna all rolled into one ability. No button bloat.

    MNK - Thunderclap / Earth's Reply - Creates a barrier around self or party member when using Thunderclap. That gives the mobility skill a secondary utility buff. Earth's reply doing a mini heal to self while doing a small AoE is nice. It's a better Elixir Field as Elixir Field doesn't do any of that.

    GNB - Draw and Junction. Truth be told, whenever I use the powder gauge and bloodfest ability, it looks as if I'm using [Draw and junction] from the enemy to empower my gunblade. Having that decision for a junction cast seems really useful, though I would make it completely utility based (either a regen or mitigation) so it doesn't have to fight for DPS.

    SGE - Mesotes - This skill would be really broken in PvE, but it could be adjusted to be a defensive utility spell that consumes 1 addersting and 1 addersgall to utilize. It can negate 20% damage to all allies in range and apply a DoT to all enemies that was in range of the ability when it is cast.
    (5)

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