I agree, I’d honestly prefer to keep them as seperate buttons but please fix how bad despair looks and feels, it barely has a sound effect and it looks weaker than fire 4, hell blizzard 4 looks more impactful than despair
I agree, I’d honestly prefer to keep them as seperate buttons but please fix how bad despair looks and feels, it barely has a sound effect and it looks weaker than fire 4, hell blizzard 4 looks more impactful than despair
You're asking that the game designers remove the possibility of you making an unforced error in gameplay. On RPR, if you choose to generate Soul Reaver stacks, you are committing your next GCD(s) to spend those on positionals. That should be muscle memory. If you commit to those GCDs and the boss jumps, or if you disengage, then that was a mistake and you will lose dps for it. It's not a particularly difficult check, but it is a check nonetheless. Allowing actions that could be used as placeholder GCDs would let you evade the damage loss for poor judgement.
There are plenty of jobs that require you to think before you commit. NIN's Raiju is another such example. It's really just a check of whether you're thinking and planning several GCDs in advance.
I think if you're routinely losing Soul Reaver stacks on RPR, then your primary focus should be on improving your own play before anything else. Everyone asks why gameplay simplifications are happening across all jobs, and posts like that are the reason why. Rather than accepting the discomfort of failure and working on self-improvement, people try to change the jobs to compensate for their mistakes.
This isn't personal. I don't agree with your proposed suggestions. I think that they would make the gameplay experience worse for competent players.
I encourage everyone to actively speak out against proposed simplifications to jobs that they enjoy playing. It's not enough to be indifferent to bad ideas. You have to let the dev team know in advance that even thinking about implementing them would be unacceptable.
Another possible black mage take, but Xenoglossy seems like it's actually lightning aspected, and should be the finisher/reward for casting a chain of lightning spells. So a major BLM change I would want would be to add an astral lightning phase to the gauge -- potentially being a phase to used for extended movement, and that it is how polyglot generation can be made to scale with spell speed.
this probably has been answered some time ago but i really want to know why the dev cant put 1-2-3 combo in 1 button?
i can understand if it for sam since their first combo (hakaze) can be directed to either jinpu or shifu, but for mch combo (split - slug - clean) why they cant put it in 1 button?
with expac coming up we gonna have several new skill and that mean more button to be slotted, as brd and sam main, iam having so many button in my hotbar now, its nothing game breaking, it just made my (bottom) screen feel "full"
Because there's no DPS job that has a simple 1-2-3 combo except Reaper and Machinist. The next closest things are Ninja and Dragoon, and creating an issue where you lose muscle memory and forget where you are on the combo string when you mindlessly smash one button healer style isn't actually going to make them more comfortable to play. This is a hotbar management skill issue more than anything.
There are way better things to trim than the bread and butter combos.
Last edited by ThorneDynasty; 03-01-2024 at 01:03 AM.
I feel like the whole point of a combo is that it is a chain of different buttons that need to pressed in sequence for a desired outcome. Funny you mention MCH, in PVP they did do away with the Clean Shot combo in favor of Blast Charge. But Blast Charge is a walking cast GCD so it was more like replacing one mechanic with a different one as well as being able to work with their self-imposed constraint of 6-7 hotbar slots for actions for PVP jobs. PVE jobs do not have such constraints. While it works for MCH -- Blast Charge feels great to use, as it is already a somewhat spammy job, it would break jobs where combos are important to them.this probably has been answered some time ago but i really want to know why the dev cant put 1-2-3 combo in 1 button?
i can understand if it for sam since their first combo (hakaze) can be directed to either jinpu or shifu, but for mch combo (split - slug - clean) why they cant put it in 1 button?
with expac coming up we gonna have several new skill and that mean more button to be slotted, as brd and sam main, iam having so many button in my hotbar now, its nothing game breaking, it just made my (bottom) screen feel "full"
Last edited by mallleable; 03-01-2024 at 06:27 AM.
The RDM melee combo is a simple 1-2-3 combo, and I don't really see why they don't collapse it into one button other than they feel that people rarely flubbing their own keybinds for it is somehow a test of skill. Even then you just need to hit 3 enchanted melee attacks to start the finishers, even if they are all the same melee attack or out of sequence of the combo.Because there's no DPS job that has a simple 1-2-3 combo except Reaper and Machinist. The next closest things are Ninja and Dragoon, and creating an issue where you lose muscle memory and forget where you are on the combo string when you mindlessly smash one button healer style isn't actually going to make them more comfortable to play. This is a hotbar management skill issue more than anything.
There are way better things to trim than the bread and butter combos.
NIN
First off - delete the Ninki Gauge. It feels tacked on and pointless. Just give us two Bhava/Hellfrog charges on a 40 second cooldown while Bunshin becomes a standard 90 second cooldown.
No, don't reverse the Mug/Trick Attack change. Instead I want the way how they interact with the 'environment' being changed.
Every other raid or personal damage buff is applied to the party whereas Mug and Trick Attack are applied to the target. Also Mug is still used in aoe because of the attached Ninki but TA is COMPLETELY useless on multiple targets.
Mug and Trick Attack should be applied to the party or the Ninja themselves respectively instead of being enemy debuffs. This makes Mug far more useable in aoe situations because the damage increase would not only effect one enemy but all of them - just like how every other raid buff is working.
Every bard song is used like that so I don't see why it shouldn't be working for the Ninja as well.
This currently doesn't change how Trick Attack is used in those situations - namely you don't use it in aoe, but this is where my next idea comes into play.
Make Doton grant the Ninja the Hidden effect, similar to Suiton.
This way TA actually can be used in aoe for more personal aoe damage.
Doton however should not end when you use TA inside the Doton. The actual Doton should be another icon on your buffbar next to the Doton-Hidden effect.
Also, Mug should be level 50 and Trick Attack level 45.
The Suiton and Doton buff should be separated because of:
Make Meisui convert either Suiton or Doton.
The effect of a converted Suiton doesn't change that much: increase the next Bhavas potency and add a free charge of Bhava.
Dotons effect is similar but for Hellfrog Medium. The Doton itself remains on the field, only the Hidden status provided by Doton is converted.
I hope it all made sense e.e
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