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  1. #1
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    2,102
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    I'd like High Apm, but more throughout it's rotation not just during bursts.

    I also think Just having OGCD's doesn't always make the gameplay better, actually having GCD's and combo path attacks would add a lot to tanks in general, but it's been something very lacking in the tank design, the more "complicated" tanks try to be OGCD heavy, which I think gunbreaker strictly just does it better, while DRK is left being very thin on GCD actions while it's ogcd gameplay is all at once. I always saw PLD as a more GCD heavy tank but now it's just spam the lightup button like other tanks, but Honestly I just want more diverse DPS buttons on all tanks... the current design isn't great for anyone.

    I think it comes down to mainly a tank issue in general, tanks have just become so meaningless in differences that holding onto the current design of Dark knight is more a thing because of how it can get worse, I mean just look at Paladin, it's not exactly likely they're going to add any complexity to the job, if we're going by the current way jobs are designed/reworked anyway.
    (2)
    Last edited by Rithy255; 01-30-2024 at 05:40 AM.

  2. #2
    Player
    Colt47's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    1,809
    Character
    Kan Himaa
    World
    Balmung
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by Rithy255 View Post
    I'd like High Apm, but more throughout it's rotation not just during bursts.

    I also think Just having OGCD's doesn't always make the gameplay better, actually having GCD's and combo path attacks would add a lot to tanks in general, but it's been something very lacking in the tank design, the more "complicated" tanks try to be OGCD heavy, which I think gunbreaker strictly just does it better, while DRK is left being very thin on GCD actions while it's ogcd gameplay is all at once. I always saw PLD as a more GCD heavy tank but now it's just spam the lightup button like other tanks, but Honestly I just want more diverse DPS buttons on all tanks... the current design isn't great for anyone.

    I think it comes down to mainly a tank issue in general, tanks have just become so meaningless in differences that holding onto the current design of Dark knight is more a thing because of how it can get worse, I mean just look at Paladin, it's not exactly likely they're going to add any complexity to the job, if we're going by the current way jobs are designed/reworked anyway.
    The FFXIV pitfalls mostly are in "drift" and "OGCD bloat". Gunbreaker has the problem that because SE moved to a strict 2 minute window, all the OGCDs have fixed cooldowns that can't be modified by skill speed or spell speed materia. So if someone has a janky connection they start to drift and the window goes with it. That's part of the reason that Yoshi P. likes the reaper so much, because there is no strict self buff window that turns into a minigame of how much you can squeeze into it. Both the Arcane Circle and the Enshroud are fixed with enough give that it is very difficult to not fit the right number of attacks into the burst windows.

    Gunbreaker and paladin have drift due to the "Fight or Flight" damage buff OGCD because it doesn't care about how many attacks fit in the window, nor does it care if it was the first OGCD in a set of two or the second OGCD in a set of two.

    I don't like the 2 minute window and wish buffs didn't work the way they did. I'd rather just have additive buffs rather than multiplicative buffs, since it means no one has to adhere to a 2 minute window, it just matters that everyone gets their buff in. The math behind it would be different and I don't know if they could pull off changing it though.

    Direct Hit would apply a bonus of 25% base damage.
    Crit would provide double base damage
    Direct damage increases would be x% base damage.

    so total damage would be calculated as base damage + 25% base damage + 3% base damage on a direct hit with a damage buff for example, rather than 103% of 125% base damage.
    (0)