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  1. #23
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,888
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Deo14 View Post
    Problem with Carve, Shadowbringer and other damaging oGCDs, is that they're always used on CD, so I don't think there is much space for creativity.
    I don't think this is as strong a limit as you suggest. You just have to move it from a single, rhythmic point of optimization to a priority conflict:

    Frequency is good, but the actual goal is potency per fight (assuming as short a fight as your party is capable of, of course). Create another means besides "use as often/quickly as possible" by which to generate more potency within the span of the fight and its being used on CD can help situate depth instead.

    And that doesn't even have to be contextual, such as via Ravana-esque damage windows or add spawns to favor banking AoEs. It can instead come from the job itself.

    10% mit is significant. It adds more depth to the jobs because you it rewards specific fight knowledge, just like every mitigation.
    And what did that 10% miti from Reprisal, shared across all tank jobs, replace? The 10% mitigation unique to each kit and which did not require a separate button for that purpose.

    There are more than enough buttons that can more choicefully take up that %mitigation duration*intensity per minute, be that the likes of Intervene & Circle of Scorn, Oblation, Burst Strike & Fated Circle, or WAR's gauge spenders and/or some external element added to Infuriate or Thrill of Battle, etc., offering a higher ceiling and more interactive and varied skill use than just hitting Reprisal on CD or by the boss-script-schedule, all without that button cost.

    Generating more enmity depending on positional might make sense - if tank is in front, you get more. What about wall bosses though? Tank stance is super simple yet fully functional in current system.
    Omnidirectional enemies still technically have a front, flank, and rear; they just guarantee positional bonuses regardless. There's no need to have it to the same for an Enmity trait, though. And so long as Provoke still exists, it'd make no difference anyways.

    This sounds like possible nightmare depending on implementation. If you're at 1yalm away, will the dash trigger? Probably not. If you're far away, will it dash you right at the hitbox? It should, just like every gap closer does. What if you're at max melee? Quite a few AoEs can be dodged if you're at max melee. So if you're at 2.9y, it probably shouldn't trigger, right? What if you misstep and now you're out of the max melee range? Now it dashes you right into incoming AoE. If it did dash you only to max melee range, than it would break consistency with every gap closer in the game. What about all the possible server shenanigans? This has serious potential to behave the way player didn't want. Consolidating buttons should be done for convenience, if it makes sense. But if you try too hard to put every button on some other, you can end up in situations where it might be seem unnatural and confusing. Someone here suggested to put Raijus on Aeolian Edge and Armor crush. It makes sense, since you don't use those button when you have Raiju ready, but does it make sense that regular GCD turns into Raiju? If we needed to remove one Raiju, just remove the one with gap closer and don't overcomplicate things, NIN has Shukuchi anyways.
    No, it's really stupidly simple.

    Can the non-dash skill reach? Yes = Non-dash skill is used. No = The dash skill is used instead.

    I.e., slap them together in a macro (in any game where macros haven't been purposely sabotaged to keep them from queuing and where failed lines proceed to the next), non-dash before dash. Done.
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    Last edited by Shurrikhan; 06-07-2023 at 08:00 AM.