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  1. #111
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    667
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    While I get the reasoning for removing MP costs on healing spells and moving them to the oGCDs instead, something about it seems... off to me, but I can't fully put my finger on why. It just feels like another way of trying to foolproof the design, and every time something is foolproofed, the world makes a bigger fool. I'll do my best to explain why I feel this way.

    It doesn't really change the overall depth of the jobs, as high level play is still centered around ignoring the GCDs as much as possible, and so our reward for good healing is still Glaroilificosis spam. Half of our kit is still sitting there gathering dust while the other half invalidates its existence, the half that gets used is just determined based on player skill and knowledge.

    It also has the side effect of telling new players "this is free, why would you ever use Tetra when Cure II is there?" This builds a bad habit that I feel is already a problem when you have people arguing for Cure over Cure II, and swapping the MP costs around would only bolster that habit. Healing in general feels like it should have some limitation attached beyond just suboptimal damage, otherwise you could unintentionally teach players that Cure III spam is the best strategy for clearing consistently, which only widens the gap between clearing casual content and entry into harder content.

    Maybe I'm just talking out of my ass, I'm just wary of it.

    One thing that could probably be done if we're concerned about new players being punished with MP loss on death is maybe have it so death doesn't nuke our MP away? The dead healer can then have their MP regenerate and be able to continue healing when they resurrect. Jobs that rely on MP for their rotations already felt extra punishing on death, so I feel like that'd be a good change overall.
    (1)
    Last edited by TheDustyOne; 10-29-2023 at 12:42 PM.

  2. #112
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    7,039
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Honestly if they went the route of invalidating MP to try to encourage positive play removing it off glare would probably be the better option. Combining that with baking lucid dreaming into natural regen so you don’t play the lucid roulette when you die would do a lot more than trying to make GCD healing free because all that does is encourage GCD healing for low skill players while changing nothing for high skilled players unless you made oGCD’s so expensive you physically couldn’t maintain them which is messy at best
    (2)

  3. #113
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,509
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    A potential other solution for the MP stuff that I've posted about before somewhere, would be to rework Piety and Tenacity to have equal damage contribution as what Det currently gives. Then, assuming SE can actually balance things correctly (big ask, I know), there would emerge two distinct builds: a Crit/DH focused build, as we use now, which would be balanced to have higher highs but lower lows, essentially the 'I wanna risk it to push for a higher parse, knowing that I'm at the mercy of RNG for it' build, and a second, more steady build, where damage variance is much lower: Spellspeed/Piety focused. The Piety would grant enough MP regen to offset the additional spend-per-minute of the Spellspeed, AST already does this because Astrodyne gives it enough bonus MP income that it needs that SPS to even spend it all fast enough, even with base Piety. So we know that the idea works for the SPS/MP-income interaction for the kit, all that needs to be done is incentivizing the Piety side of the equation by having it grant some damage. Plus, said build would allow for certain healers to have interesting interactions within their kits, thanks to the extra speed. A hypothetical example would be what I suggested for WHM, where it builds a gauge by doing damage to spend on a powerful healing tool. Being able to spend more GCDs means getting gauge faster, meaning more access to that heal. Alternatively, for an actually-existing example (bland as it currently is), SGE's Kardia would be proc'd more often with faster GCDs. Now, if SGE had more Kardia interplay in it's kit, eg making it AOE, or converting it to a stacking shield, we can see how a faster GCD would quickly become very desireable, potentially

    If it were up to me, I'd also split Crit into it's two halves, make DHit be DPS only (so it's the DPS version of Ten/Pie, role-locked) and then delete DET cos it's bland and boring, which would leave us with:

    Tank - Crit Strength, Crit Rate, Tenacity, Skillspeed
    Healer - Crit Strength, Crit Rate, Piety, Spellspeed
    DPS - Crit Strength, Crit Rate, Direct Hit Rate, Speed (both kinds)
    (2)
    Last edited by ForsakenRoe; 10-29-2023 at 07:30 PM.

  4. #114
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    667
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    I'd opt to instead remove Piety and Tenacity and put those effects into Det based on your current role.

    I'd still choose to remove DHit over Det, as boring as Det is, simply because we'd still have Crit as the lucky hit mechanic. It feels redundant having 2 of them that can also stack, and it makes the RNG of the high potency attacks feel really really bad if they neither crit nor direct hit. Having just Crit Chance and Crit Power is enough for that, and Det can be the boring-but-reliable damage increase that also has a role-mechanic attached for tanks/healers. Removing DHit and splitting Crit would do a hell of a lot for damage RNG, as one can focus on chance to lessen that RNG, or focus on power to heighten it if they really, really want.

    Also just merge SkS/SpS already, there's no reason to split them outside punishing DRK and PLD.
    (3)

  5. #115
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,509
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Either way round leads to the same result, Piety and Det being merged into one, the only difference is the name (based on which one gets to remain, and which one is effectively 'removed'). But I'd still argue to keep Piety/Tenacity and ditch Det, because of the unique names. Makes it easier to see how the stats affect the roles differently, and is more thematic to each of them than the 'catchall' stat, especially since we also have like 3 other 'catchall' stats to choose from. If we had a situation of the description for Det reading 'Increases your damage. If you're a tank, it also increases how tanky you are. If you're a healer, it increases your MP regen', I feel like that's a bit word-salad for the mouseover text of the stat description, compared to Piety and Tenacity remaining as they are on the statpage, and getting an additional 'Also increases damage dealt' line. Tenacity already has that line, it just needs to be increased to be equal to Det instead of being slightly behind it

    Merging Speeds into one would make sense, and would open up the door for a potential magic-melee hybrid job who has a strong 50/50 mix of weaponskills and spells as their kit. Mystic knight perhaps
    (3)

  6. #116
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,995
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    More of a pipedream here, but I'd rather keep just 3 secondary stats, strip offensive power from Tenacity, and move it, Piety, and some new stat into a separate Tertiary level of materia to compete basically only among itself for cheese stats (such as via Tenacity, Vigor, and Mobility -- to increase both mitigation types, MP and HP gen over time, and movement speed and Sprint frequency, respectively).

    VIT, STR, DEX, INT, MND; Will, Speed, Break; Tenacity, Vigor, Mobility.

    Would also really like to see Materia be independent from gear and set job-by-job, with no costs to swap (only to extend the pool, if that)... Allow us to set a target GCD speed, crit rate, etc., in ordered priority, with a dump stat chosen, etc., so we can have agency without the inconvenience of constant swapping of surrounding materia with each new gear piece.
    (Or allow all jobs to use all stats, and let us actually overcap Vit, and have stats provide a bit more utility value on jobs for which those stats may have a lower scaling towards total power, as to give cheese/safety options at cost to output that way, though I imagine that could get a bit complicated for some despite the huge increase in actual customization and reduction in item bloat and gear grind during leveling that such could futureproof.)
    (3)
    Last edited by Shurrikhan; 10-30-2023 at 02:10 AM.

  7. #117
    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 TheDustyOne View Post
    While I get the reasoning for removing MP costs on healing spells and moving them to the oGCDs instead, something about it seems... off to me, but I can't fully put my finger on why. It just feels like another way of trying to foolproof the design, and every time something is foolproofed, the world makes a bigger fool. I'll do my best to explain why I feel this way.
    My point has been to make MP management about maintaining DPS uptime--using heals that are able to keep your momentum going at steeper MP costs. Reducing your base heals to 0 in that example provides a safety net so that you can't accidentally lock yourself out of the ability to heal, but poor management would force you to drop your uptime. This creates an environment that provides an opportunity of mastery without making the entire role inherently more punishing. It allows more skill ceiling while also actually lowering the skill floor, and that's what XIV seems to be about. They want the game to be very easy for anyone to pick up, and easy to pick up doesn't have to come at the cost of skill expression.
    (3)

  8. #118
    Player
    Sebazy's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    Quote Originally Posted by ty_taurus View Post
    <snip>
    Quickened Aetherflow was a good trait that SE overlooked

    Abilities and traits that actively encourage and reward activity would be a good step in course correcting the current rot IMO.
    (11)
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

  9. #119
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    667
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    I'd happily trade Dissipation in favour of Quickened Aetherflow again. It was satisfying to use Aetherflow abilities and watching that cooldown drop.
    (7)

  10. #120
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,578
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Shurrikhan View Post
    More of a pipedream here, but I'd rather keep just 3 secondary stats, strip offensive power from Tenacity, and move it, Piety, and some new stat into a separate Tertiary level of materia to compete basically only among itself for cheese stats (such as via Tenacity, Vigor, and Mobility -- to increase both mitigation types, MP and HP gen over time, and movement speed and Sprint frequency, respectively).

    VIT, STR, DEX, INT, MND; Will, Speed, Break; Tenacity, Vigor, Mobility.

    Would also really like to see Materia be independent from gear and set job-by-job, with no costs to swap (only to extend the pool, if that)... Allow us to set a target GCD speed, crit rate, etc., in ordered priority, with a dump stat chosen, etc., so we can have agency without the inconvenience of constant swapping of surrounding materia with each new gear piece.
    (Or allow all jobs to use all stats, and let us actually overcap Vit, and have stats provide a bit more utility value on jobs for which those stats may have a lower scaling towards total power, as to give cheese/safety options at cost to output that way, though I imagine that could get a bit complicated for some despite the huge increase in actual customization and reduction in item bloat and gear grind during leveling that such could futureproof.)
    I'd love if half of the meldable stats were just dedicated to non-damage utility, you'd customize based on what you feel you'd need.

    For some reason I can't see them giving up materia on gear, though, but would make a lot of sense if the weapons had more materia slots and we'd need less materia overall there. And then the utility substats would be just accessories with the rest of the gear without melding.
    (1)

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