It gets better when you realize someone asked Yoshi-P about Blood Weapon and Hypercharge at the same time back during the Media Tour:
I bet $10 that he'll make a comment about "not receiving feedback" on Hypercharge sometime in the future.
If Hypercharge was to be given charges and without locking other skills while hypercharge is active, the tools' timers dont matter anymore. You can basically use a tool in hypercharge.
They can have it simply that you lose all charges of the buff if you use any other weaponskill.
Many jobs lose the ability to use similar abilities because they pressed the wrong button (accidentally pressing anything else than Kaeshi Namikiri after Ogi Namikiri, and you miss out on using Kaeshi is a good example).
It's just weird they haven't done it yet when the ping issue is more noticeable for Machinists than most if not all jobs.
They can have it simply that you lose all charges of the buff if you use any other weaponskill.
Many jobs lose the ability to use similar abilities because they pressed the wrong button (accidentally pressing anything else than Kaeshi Namikiri after Ogi Namikiri, and you miss out on using Kaeshi is a good example).
It's just weird they haven't done it yet when the ping issue is more noticeable for Machinists than most if not all jobs.
Taking longer time to finish all the 6 hypercharge charges VS Losing 1 heatblast occasionally
For high ping users, I wonder which is worse.
Sad to see the team does not succeed to master one of the most important thing in this game which is a fantastic game though, i.e., gameplay. There are lots of things which are inexplicable after years of development and contribute to reduce the quality of the game. How it is still possible to see :
- new skills whose behaviour is opposite to the identity of the job (e.g.: suicide raijû combo in 6.0 for ninja which is a flexible job)
- jobs losing their identity step by step from nowhere (removal of kaiten for SAM, modification of trick attack and mug for NIN, jump lock animation reduced for DRG, AST which had a more powerful identity before with its old card game system and diurnal/nocturnal sects, ...)
- opener(s) as well as long-term rotation clearly not established and tested
- big problem of rDPS equilibrium between jobs (sorry but if I admit it is not the easiest part because of gameplay difference, group utility difference, etc, I don't see why it is that hard to equilibrate jobs with the help of computers from kind of spreadsheets for obtaining good equilibrium and using players statistics database for adjusting the equilibirum a little bit) with sometimes very inexplained rDPS gap like machinist...
- big problem of healing : some tank having too high healing, some instances cleared without healers or by a solo tank, healers using boring dps during most of their time but developers keep adding new healing skills instead of utility / dps new skills or increasing damage to heal
- why not leaving jobs whose gameplay is very different, sometimes a little more complex, instead of trying to homogenizing them, since players have different taste ; for players who want more technical jobs, why not creating/leaving some jobs like MNK with 4 positionals and his muscle memory of MNK, a tank which would have an aggro ressource to manage with his rotation (5th tank ?), AST which could be a versatile healer with his card system like it was before), etc
- difficulty of instances not always well equilibrated or boss mechanics useless (e.g., what is the point to be able to kill the last boss in The Lost City of Amdapor dungeon with the 8 gates mechanics without having to use these gates ?)
- why the team seems to not consider at least some parts of the frequent same feedbacks made by several players in this forum (healers for example)
- why modifying Searing Light in 6.1 but not Radiant Aegis for SMN ?
- if variance in dps is a problem for SAM, why the team needs to remove fun kaiten instead of considering simply 100% critical hit
- why modifying trick attack and mug for NIN to simplify burst windows alignment, whereas this alignment is only needed especially in savage/ultimate (where players are generally able to manage alignment at that stage) and NIN 1 min burst window is commonly used as a reference by players ?
etc
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