Last edited by ZiraZ; 04-29-2022 at 01:46 AM.
They put the post under "working as intended" so I suppose we're stuck with this until they decide to change it. The best solution would be to just revert the change back to 6.08 where both HJ and MD were separate, although reducing the grace period to 0.8s would be fine I suppose.I have submitted a post in the bug forums in hopes that they will notice and do something about it (https://forum.square-enix.com/ffxiv/...58#post5928458).
If an attack has 100% direct hit/crit chance, it should get a damage boost (usually 5%, with the exception of some BRD/DNC outliers) if it's used under the effect of a direct hit/crit chance buff, and the problem of crit synergy is solved. I fear though that they might just homogenize these buffs into flat % damage increasing ones...
Hmmmm perhaps if we had a 4-GCD string and the positional (only one, like between levels 58 and 64) hit harder, but I think the current iteration is the best, despite the damage curve. My only gripe is Litany's duration. It should be 20s for the DRG and 15s for the party so that we can have more wiggle room. We'd still want to fit everything into 15s buffs, but at least we wouldn't be as pressured to use the first Nastrond right after using BL.
Exactly, without any payoff it'd be boring. I personally like our combo string. If they really want to consolidate buttons, they should merge Lance Charge and Dragon Sight, and, despite the fact that I don't really like it, the positionals with Heavens' Thrust and Chaotic Spring or themselves.
I'd like them to allow for the freestyle positional option, in which you choose which one comes out first after HT/CS, but if they also made it so that after using one of these two, they turned into Fang and Claw and Wheeling Thrust respectively, you'd have both extra positional freedom and two extra buttons (three with the LC + DS merge). The other option would be having the positionals share the same button since one can never be used while the other is available, but we wouldn't be able to freestyle them then.
I'm too used to FnC and WT the way they are now and would prefer if they stayed that way, but I'd rather make this small adjustment than lose parts of our kit for nothing.
If they're gonna remove or change anything, it has to be because something else is put on top, not just to prune. They should do the rework on 7.0, not in the middle of the expansion...
Last edited by Aco505; 04-29-2022 at 03:04 AM.
I had the same thought. Turn Dragon Sight into a toggle like Dance Partner, that can be placed on another player outside of combat. Then, every time you use Lance Charge, it gives a small damage buff to your Dragon Sight partner too. No more having to target (or macro) Dragon Sight in the middle of combat, and you get to keep the cool tether animation.
But that would be a group buff on a 60s cooldown, and you know we can't have those anymore!
I'd just rather make Dragon Sight an upgrade to Lance Charge, with the former giving like 15-20% damage for 20s on a 60s cooldown. Dragon Sight lost all of its flavor when the tether was removed and it's just something we press and forget every 2 minutes without any extra implications, unlike abilities like Brotherhood or Arcane Circle. If they made DS like that, then it'd be better though!I had the same thought. Turn Dragon Sight into a toggle like Dance Partner, that can be placed on another player outside of combat. Then, every time you use Lance Charge, it gives a small damage buff to your Dragon Sight partner too. No more having to target (or macro) Dragon Sight in the middle of combat, and you get to keep the cool tether animation.
But that would be a group buff on a 60s cooldown, and you know we can't have those anymore!


The tether being removed didn't really change THAT much. Just got rid of a somewhat annoying aspect of the ability that made it worse than similar abilities. The on instance that the tether mattered really was if you threw it on a ranged and a BLM isn't going to move out of Ley lines for the tether, and SMN and RDM can easily just move in and stand a little closer.I'd just rather make Dragon Sight an upgrade to Lance Charge, with the former giving like 15-20% damage for 20s on a 60s cooldown. Dragon Sight lost all of its flavor when the tether was removed and it's just something we press and forget every 2 minutes without any extra implications, unlike abilities like Brotherhood or Arcane Circle. If they made DS like that, then it'd be better though!
I agree with the post your replied to. Make "Dragon Sight" a Dance Partner style buff that grants them 5% damage whenever Lance Charge is used.
The range change was good mechanically (and very needed), but the ability lost its "flavor" with it gone. SCH's tether retains the animation despite the range, but we lost it, why? I just find it lackluster now and, while I don't want them to change anything, I'd rather modify Dragon Sight than prune damage oGCDs myself.The tether being removed didn't really change THAT much. Just got rid of a somewhat annoying aspect of the ability that made it worse than similar abilities. The on instance that the tether mattered really was if you threw it on a ranged and a BLM isn't going to move out of Ley lines for the tether, and SMN and RDM can easily just move in and stand a little closer.
I agree with the post your replied to. Make "Dragon Sight" a Dance Partner style buff that grants them 5% damage whenever Lance Charge is used.
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