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  1. #131
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,010
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Connor View Post
    Surely there can be a balance between ‘optimal’ and ‘flavourful’ (for want of a better word lol).
    I do think the dev team has gone so far into making everything balanced and nothing better than anything else that they all but removed all unique aspects and flavour of the jobs. I'd like to see them lean back into the tactician aspect of SCH, bring back Shadowflare and make it delete Sacred Soil again, gives us more decisions to make, I want to feel like a battlefield tactician. SCH is the one job that really should lean into inter-kit dependencies and restrictions because it fits their identity as a tactician.

    As a side note, I'd love a second ability tied to the fairy gauge, doesn't strictly have to do damage. Maybe a tether to the enemy that reduces their damage output by 5% that is refreshed every tick and costs 20 gauge per tick, so 15s duration max.
    (2)

  2. #132
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,340
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Thinking about the whole 'was SB SCH stronger/weaker than now', I completely overlooked something: Fey Illumination (the magic resist thing) is 5% now, but was a whopping 20% previously



    So vs magic, SCH actually got weaker in terms of mitigations. Expedient doesn't patch the hole left by the removal of this insane 20% mitigation tool. Against Physical, however, SCH got stronger, because this wouldn't affect Physical.

    Which means that, SE could have made 'swap fairy' into an OGCD, and changed the haste buff of Selene to a movespeed buff (the sprint part of Expedient) and we'd have the same as what we have now in terms of 'utilities available to the player', but they'd be accessed via a much more thematic method (as compared to 'hit 2min CD'). Requiring some foresight to swap fairy in advance sounds like a very 'battlefield tactician' thing, but it removes opportunity for bad players to 'play reactively' (implying that any healer job plays 'reactively') and that's not good. SE should just let the people who want more planning in their playstyle have it, and for the people who cannot 'plan ahead' whether by choice or because they're newer, idk remove the CD on Indom so they can just smash it whenever I guess

    Quote Originally Posted by Renathras View Post
    Worked for Aravell.

    I'll wait with baited breath for you to make a snarky comment to her for doing so.
    I don't remember them having a pattern of saying 'I'm out' and then immediately being 'back in' the very next day, but sure, if they make a habit of it then I'll try to remember to say 'see you tomorrow' to them too
    (5)
    Last edited by ForsakenRoe; 09-19-2023 at 01:44 AM.

  3. #133
    Player
    IDontPetLalas's Avatar
    Join Date
    Oct 2020
    Posts
    1,419
    Character
    Alinne Seamont
    World
    Goblin
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Renalt View Post
    So when's the wedding and am I invited?
    There shouldn't be a wedding in this case, unless you would expect to go to a country where minors are allowed to wed, because that's how low some of these posts have sunk. Fully expecting the next ones to go full uwu .
    (1)

  4. #134
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by ForsakenRoe View Post
    Thinking about the whole 'was SB SCH stronger/weaker than now', I completely overlooked something: Fey Illumination (the magic resist thing) is 5% now, but was a whopping 20% previously
    I'm not actually sure if that's true. The tooltip reads "increases magic defense" and not "reduces magic damage taken." I could be wrong because I didn't fact check this, but the wording leads me to believe Covenant used to increase the player's magic defense stat, and if that's true, I have no idea what that actually equates to in terms of how much damage is actually mitigated.
    (2)

  5. #135
    Player
    Maltothoris's Avatar
    Join Date
    Jul 2015
    Posts
    742
    Character
    Malto Thoris
    World
    Behemoth
    Main Class
    White Mage Lv 100
    I believe someone tried to map it out how much damage was reduced with old Fey Covenant, I think it was about 4 percent for the physical classes(melee and physrange) 7 percent for casters and healers and 12 percent for tanks.
    (1)

  6. #136
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,340
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by ty_taurus View Post
    I'm not actually sure if that's true. The tooltip reads "increases magic defense" and not "reduces magic damage taken." I could be wrong because I didn't fact check this, but the wording leads me to believe Covenant used to increase the player's magic defense stat, and if that's true, I have no idea what that actually equates to in terms of how much damage is actually mitigated.
    Oh my brain didn't even parse it like that, yeh in that case it'd have worked like old Foresight for WAR, which was widely regarded to be 'quite shit compared to Rampart'. And it'd have had different effectiveness based on roles, thanks to differing magic resistance levels on gear. No wonder it got changed then. This changes things, and EW SCH would definitely be more 'mitigative' in that case, my mistake
    (1)

  7. #137
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by ty_taurus View Post
    I'm not actually sure if that's true. The tooltip reads "increases magic defense" and not "reduces magic damage taken." I could be wrong because I didn't fact check this, but the wording leads me to believe Covenant used to increase the player's magic defense stat, and if that's true, I have no idea what that actually equates to in terms of how much damage is actually mitigated.
    Aye. And so you'd have to look at what 20% of Magic Defense's %mitigation would be for the given gear class and ilvl to see if it was actually stronger or weaker. (It was, iirc, weaker on non-tanks at least until roughly the expansion's final BiS.)

    Quote Originally Posted by Maltothoris View Post
    I believe someone tried to map it out how much damage was reduced with old Fey Covenant, I think it was about 4 percent for the physical classes(melee and physrange) 7 percent for casters and healers and 12 percent for tanks.
    This, though I could have sworn it was more like 4%, 5%, and 7% (and that only by end of expansion).

    (Fending gear has ~82% more M. Def than Maiming, Scouting, Striking, and Aiming, and Casters and Healers have only ~27% more M. Defense.)
    (1)

  8. #138
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,010
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Shurrikhan View Post
    This, though I could have sworn it was more like 4%, 5%, and 7% (and that only by end of expansion).

    (Fending gear has ~82% more M. Def than Maiming, Scouting, Striking, and Aiming, and Casters and Healers have only ~27% more M. Defense.)
    Didn't maiming gear still have garbage magic def stats back in SB? I remember forgetting to click off B4B and dying to Ion Efflux at BiS.
    (0)

  9. #139
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Aravell View Post
    Didn't maiming gear still have garbage magic def stats back in SB? I remember forgetting to click off B4B and dying to Ion Efflux at BiS.
    Nah, the gave DRG the regular melee amount of Magic Defense not long after Ninja was added, I think? B4B is a separate story.
    (0)

  10. #140
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by ty_taurus View Post
    Sorry, I didn't go into all the specifics and realize there are details I left out that are important, but I'm gonna go hibernate cause my enthusiasm is in the negatives at the moment. Let's just call it garbage for now and if I decide to feel better about the game maybe I'll better clarify.
    Fair enough. If you're up for looking over other ideas attempts at a similarly "practical"/"modest" proposal, figured I'd throw my hat in the ring, too. Starting easy/especially modest (outside of the background change).
    • Background Change: Any number of barriers may stack on allies (to a maximum of 1 of each type per healer), but only one barrier will be consumed per attack against the target, starting with the largest barrier. (If a tankbuster would fully consume the largest barrier, the remaining damage will strike the victim's health directly, rather than being met by the other barriers.)

    • Kardia now heals for 50% of damage dealt to your first/primary target, and 25% of damage dealt to others.
    • Phlegma now starts with 2 charges. Pneuma reduced to 400 potency but has 3 charges, recharged over 40 seconds, but becomes an oGCD for 3 seconds after its initial use or until using another Spell. This allows Pneuma to do up to 1200 potency in a single GCD once per 2 minutes.
    • Toxicon damage increased to ~150% that of Dosis, and Eukresian Dosis has a 10% chance to generate an Addersting per 50 potency dealt.

    • In compensation for the above buffs, the damage of Dosis (and all its upgraded forms) has been decreased and Physis no longer heals but instead causes overhealing received by allies during the duration to instead become shields, to a maximum value equal to 12% of your (the Sage's) HP. Physis gains a second charge.
    • Soteria now simply generates a temporary, stackable version of Kardia. It now has 2 charges, each with a 30s recast time, but costs an Addersgall.

    Altogether, Sage would function much the same as now, but with far more damage control and with that damage control actually influencing its healing.
    (0)

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