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  1. #11
    Player
    Renathras's Avatar
    Join Date
    Dec 2014
    Posts
    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Recon1o6 View Post
    On topic of jobs, its probably fair to say at this point that the main 3 issues are affecting all jobs are being exacerbated by the stale battle design
    ...
    2. Extreme homogenisation- 2m meta stops most jobs from having timers or resources that are not within an increment of 30s. this eliminates faster/slower playstyles making them all the same length of rotation
    3. Loss of identity- many jobs have changed for the worst, many lost their playstyles that drew their players in the first place. Only really blm and rdm are still the same as it was in terms of keeping their identity. In earlier expansions, some jobs were better suited for some duties than others, but all were viable to clear which was the important part
    Don't agree with your 1, but agree with your 2 and 3. I would add DRG to BLM and RDM, though. And I'd note BLM has changed a lot from its original incarnation (DRG has done the pre-6.0 SMN thing of just adding stuff to it, and RDM has probably been the least changed Job over its entire history). Until 6.0, SMN, and until 6.3, PLD, would also make those lists. Though some Jobs have changed less than others. WHM still has a lot of its core and is far less different from its 2.X incarnation than SCH or AST are to their 2.X (3.0 for AST) incarnations, though Lilies changed it up, they largely slot into a Cure 2 or Medica use in practice.

    It is worthy of note that Jobs added more recently have seen far less changes to their core structure, especially those made in the post-SB world. RDM, DNC, and GNB haven't changed much, for example.

    Quote Originally Posted by ForsakenRoe View Post
    ...
    Didn't I already say this?

    Quote Originally Posted by Renathras View Post
    Now, if we could have a HW kit set with the ShB Healer damage kits? I suppose that could be what you're going for.
    Though this I find more agreeable:

    Quote Originally Posted by ForsakenRoe View Post
    Basically, rather than just doing 'big number' for Drill, it'd show a smaller number, getting bigger and bigger in quick pulses until it hits 'the real damage number' as a big hit. Or Bootshine being 4 smaller numbers that add up to one bigger one. We already have Dream Within a Dream hitting as 'three hits of 200p', or some BLU skills like Matra Magic being 8 hits of 50p, why can't we use that more for things? Carve and Spit has an almost identical tooltip to DWAD but is one single damage instance instead of the implied 3hit combo. Or, imagine how much cooler it'd feel if every 'swing' of the Gnashing Fang combo was a 'hit', so rather than 6 numbers it's more like 16. Faster strikes would feel better as multiple smaller numbers from a job aesthetic standpoint too I think. Monk being a job that hits with '5 damage instances' per GCD would fit way better with it's aesthetic, Phantom rush being multiple small hits then a massive one for the final slam, etc.
    I'm guessing something about the combat engine, but then we have Dream Within A Dream, so...
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    Last edited by Renathras; 04-03-2023 at 04:58 AM. Reason: EDIT for length