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  1. #51
    Player
    Alwa's Avatar
    Join Date
    Mar 2014
    Posts
    43
    Character
    Khetti Satha
    World
    Diabolos
    Main Class
    Archer Lv 91
    this and remove damage mit from dps
    (0)

  2. #52
    Player
    Tahbitha's Avatar
    Join Date
    Jan 2022
    Posts
    145
    Character
    Tahbitha El'wynn
    World
    Goblin
    Main Class
    Lancer Lv 90
    Remove all teleports and Aetherytes. We have chocobo porters and airship landings for a reason, you know. :P
    (0)

  3. #53
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    On the topic of positional, I think it's a mechanic that adds difference and opportunity for varied play... I can respect that not everyone likes them (and not every job needs them), but if we removed them entirely.. without some other thought, we are continuingly complicit in the homogenization that we also complain about..

    Quote Originally Posted by Fawkes View Post
    I'd like Protect, Stoneskin II, and Aero 3 back.
    For Protect and Stoneskin it might be nice to see them do something that gives them benefit to not be just a pre-party spell.

    Perhaps like protect reduces damage, as we know, but for 10 seconds it will further reduce damage (so now you have a reason to recast it in fights- of course it gets a cooldown then). Like original stoneskin II, I don't think that'd be that great to fill up bar space /as it was/ but taking that protect approach again you might have something like AoE party shield (lasting a long time as before), chance on damage spell to trigger a free effect which causes you to regenerate the stoneskin of allies by some % and lightly damage nearby enemies (to make this less annoying there would be two buffs, one stone chalice that allows you to enfuse players with stone protection and then the stoneskin itself which naturally vanishes as the shield is used). Could use that mechanic for enstone spells (carry on that suggestion I had in another thread about splitting healers with offensive and support).

    Another thought is, actually 'do' bring back out of combat spells, but they can be in their own little handy bar (like special actions for certain raids and island sanctuary). At that point can add a lot of goofy roleplay spells too, like how in WoW you could mind control someone as a priest lol. Since WHM has access to water, could be like water walking / skirt (gracefully dash across water surfaces out of combat), which was a random example and not something that I think must be done (that you could have an additional 'character' building bar that doesn't add clunk while directly in combat).

    My main concern, and certainly one option is just for myself to play more compact jobs and ignore fat ones lol, is that if you add a bunch of spells like "cast once and ignore", which can add character, it just mainly serves to fill up the bar and take up space (imo). So I'd like to hope to encourage clever stacking of abilities where possible. 1 -> 2 -> 3, for example, is not, imo, really needed and could be collapsed and then if there is space add back perhaps an ability that does something entirely new and interesting.
    (2)
    Last edited by Shougun; 12-16-2023 at 04:40 AM.

  4. #54
    Player
    BeserkFury's Avatar
    Join Date
    Aug 2013
    Posts
    23
    Character
    Aephym Eclipse
    World
    Sophia
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Shougun View Post
    On the topic of positional, I think it's a mechanic that adds difference and opportunity for varied play... I can respect that not everyone likes them (and not every job needs them), but if we removed them entirely.. without some other thought, we are continuingly complicit in the homogenization that we also complain about..
    My issue with positions is they feel really tedious to use when attached to GCD abilities, the only positional I really liked was trick attack for that reason being a thing you cared about every 60s. So if more positionals were locked behind high cooldown abilities thats a reasonable design space to explore
    (0)

  5. #55
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    1,925
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Alwa View Post
    this and remove damage mit from dps
    Why?
    Is it really that hard for DPS to press the faint/addle button to help the group? I don't know what's the Issue with DPS being able to contribute a small amount of mitigation (in a non DPS way) in a team based game.

    Quote Originally Posted by BeserkFury View Post
    My issue with positions is they feel really tedious to use when attached to GCD abilities, the only positional I really liked was trick attack for that reason being a thing you cared about every 60s. So if more positionals were locked behind high cooldown abilities thats a reasonable design space to explore
    I don't know how positional are tedious to use, they're a way of optimising damage output, skill expression in fights that are varied, I think the issue is more that True North is so frequent and that hitboxes are pretty massive, I think having them behind large cooldowns kind of defeats the purpose of having them.

    I think positional add a lot to the melee gameplay when done right, I don't think I'd enjoy melee without consistent positional, I'd prefer if they actually became more meaningful if anything.
    (6)

  6. #56
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by BeserkFury View Post
    My issue with positions is they feel really tedious to use when attached to GCD abilities, the only positional I really liked was trick attack for that reason being a thing you cared about every 60s. So if more positionals were locked behind high cooldown abilities thats a reasonable design space to explore
    That's good feedback. Personally the positionals always threw me off in boss fights that had them and mechanics. I definitely don't think every melee has to have them or even have them in the same style, so your example could be one.

    Just a concern about not having something unique replace a unique element that people have liked, just to see our jobs be even more similar. But the feedback on what you like and why is valuable. Others might be able to enhance differing elements of the system, or at least suggest alternatives. Then we have many diverse players preferred play style represented.
    (0)
    Last edited by Shougun; 12-16-2023 at 09:34 AM.

  7. #57
    Player
    Limecat's Avatar
    Join Date
    Dec 2012
    Posts
    1,359
    Character
    Limecat Indignatio
    World
    Hyperion
    Main Class
    White Mage Lv 90
    There are no positionals, just an ability called True North that sometimes boosts the damage of a few of my attacks.
    (1)

  8. #58
    Player
    Altera's Avatar
    Join Date
    Jul 2011
    Location
    Bergen
    Posts
    1,159
    Character
    Chandani Aranka
    World
    Odin
    Main Class
    Black Mage Lv 100
    BLMs Scathe xD
    (0)

  9. #59
    Player
    Eisi's Avatar
    Join Date
    Feb 2021
    Posts
    572
    Character
    Eiserne Sternschnuppe
    World
    Shiva
    Main Class
    Monk Lv 90
    Reaper's Whorl of Death and Shadow of Death, as well as Soul Slice and Soul Scythe can both be consolidated into one AoE skill each, since one of those is just an AoE version of the other respectively and it wouldn't change the Reaper playstyle at all in terms of number of different buttons pressed in AoE/ST situations.
    (3)

  10. #60
    Player Kuroka's Avatar
    Join Date
    Aug 2016
    Location
    Limsa
    Posts
    3,702
    Character
    Ulala Ula
    World
    Shiva
    Main Class
    Reaper Lv 90
    Quote Originally Posted by Eisi View Post
    Reaper's Whorl of Death and Shadow of Death, as well as Soul Slice and Soul Scythe can both be consolidated into one AoE skill each, since one of those is just an AoE version of the other respectively and it wouldn't change the Reaper playstyle at all in terms of number of different buttons pressed in AoE/ST situations.
    Yeah this and stuff like DK's Abysal Drain and... whatever the english name for the single target skill is called lol.
    Everything that shares an CD should be one skill. Just add the usual "looses 60% Potency after first target" or whatever. And use the freed up space for more interesting stuff.
    (0)

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