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  1. #101
    Player
    CelestiCer's Avatar
    Join Date
    Apr 2022
    Location
    6.08 Hissatsu: Kaiten Give it back !!! obviously, mhm.
    Posts
    879
    Character
    Celesti Cer
    World
    Jenova
    Main Class
    Alchemist Lv 100



    Listen!! a-aside from the obvious one thing I want... Consolidate the following skills/buttons in some way shape or form
    • Guren / Senei
    • Ikishoten / Ogi Namikiri
    • Shoha / Shoha II

    Then the QOL changes
    • Meditate refreshes ( not generate ) Fugetsu and Fuga buff
    • Shoha has no Cooldown
    • Guren reach//width slightly increased

    My expectation? is however Square adding Shoha III, Enhanced Gyoten, removing Hagakure and turning Ogi Namikiri into a gigantic circular shaped slash
    (2)

  2. #102
    Player
    MangoSimulation's Avatar
    Join Date
    Oct 2021
    Location
    Ul'dah
    Posts
    9
    Character
    Marilyn Malqir
    World
    Malboro
    Main Class
    Black Mage Lv 100
    I want longer cast times on dps. I just personally like black mage and pictomancer looked like 1.5s in the trailer. I also want paladin to use their shield more.
    (3)

  3. #103
    Player Solakor's Avatar
    Join Date
    Jun 2021
    Location
    Searching for skill expression
    Posts
    86
    Character
    Suo Sao
    World
    Ragnarok
    Main Class
    Samurai Lv 80
    Revert everything back to SB/HW and start thinking what went wrong after that.
    Ok back to reality.
    We will get "updated" animations for existing skills and some button pruning. Not in the good way but in the SMN way. Also every class gets a bigger hit every 4 mins KEKW.
    (6)

  4. #104
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,410
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Gemina View Post
    Tanks have a different problem in the sense that it is the least played role of the three due having the innate responsibility of keeping the enemy's attention focused on them. This makes giving them a simplified but effective offensive rotation necessary, especially when considering the necessity of the off tank. However, the moment you add complexity to maintaining boss aggression, the role immediately becomes less appealing to other players. That is their juxtaposition.
    I generally think that we've hit a point where a lot of DPS are starting to have very simplistic rotations, to the point where I don't think its unreasonable to say Dark Knight or especially Gunbreaker are harder and more involved jobs than some DPS.

    But generally I think tank is unpopular because its probably the role that tests you the most, and its the most obvious when you suck on tank compared to any other role. Tanks are the only job that really DO anything in Dungeons, and with Endwalker's sustaincreep tanks are even taking healer's roles there. By comparison, being a bad DPS player has almost no negative feedback at all, if you die, who cares. You can afk as a dps in alliance raids and probably get away with it, hell Bad DPS players can basically be carried through savage content just by not standing in the bad, DPS checks seem to be slowly being phased out as a whole so I think a lot of people who just want something to play while turning their brain off or watching something else turn to DPS and steer clear from tank.

    This isn't me saying tanking in this game is hard or anything, its definately not. This is me saying that bad tanks wipe fights (and its obvious to everyone), bad dps prolong fights (and you need plugins to even really notice this). There's really nothing you can do about this.
    (0)

  5. #105
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    The complexity issue comes down to the fact that tanks and healers have the same action count as DPS, but about 20% of a tank's actions are going to be purely defensive, so you'll always end up with less buttons at baseline.

    Likewise, when a new action is ported over to a tank, you'll find that the tank action is simpler than the DPS equivalent because they deliberately remove any interactive elements from it. Consider Hollow Nozuchi vs. Salt and Darkness (HN procs vs. a single button press). Alternatively, consider Automaton Queen vs. Living Shadow (variable gauge cost and the ability to truncate the duration).

    Even something like the Darkside Gauge would actually require some degree of management if it was implemented on a DPS job. They probably considered making it harder during initial testing and then rolled it back because it was a tank, which is why some of these bizarre gauge choices exist.

    There is a historical perception of tanking as being difficult, which in part relates to the tradition set down by previous trinity MMOs. I think prior to Stormblood, you could have made a really good case for a skilled tank bringing a lot to the table. If you didn't land Savage Blade/Skull Sunder on your Shadow of Meracydia, a healer died. If you didn't know how to properly maneuver Quickthinkx during cat phase, it was a wipe. But in this current era of auto-positioning, self-tanking bosses, with an occasional scripted tankbuster for you invuln swap off of, while spamming your Souleater combo? It just feels a lot less meaningful now.

    If you've been paying attention to the way the wind has been blowing for the past few expansions, there has been a general trend to de-emphasize support contributions. But tanks' dps output has also taken a hit as well. The end result is that if you really do enjoy the damage gameplay of tanks, you'll have a lot more fun on DPS, and be more valuable to your team at the same time.

    I think the only reason why tanks aren't creating more of an outcry is because they've encroached into healer gameplay to partially compensate. So now you have these very safe, self-healing damage sponges that don't require any real rotational skill to play. And then it's the healers who are stuck with an even bigger identity crisis.
    (2)

  6. #106
    Player
    GoatOfWar's Avatar
    Join Date
    Jul 2022
    Posts
    976
    Character
    Pepper Oni
    World
    Twintania
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Lyth View Post
    The complexity issue comes down to the fact that tanks and healers have the same action count as DPS, but about 20% of a tank's actions are going to be purely defensive, so you'll always end up with less buttons at baseline.

    Likewise, when a new action is ported over to a tank, you'll find that the tank action is simpler than the DPS equivalent because they deliberately remove any interactive elements from it. Consider Hollow Nozuchi vs. Salt and Darkness (HN procs vs. a single button press). Alternatively, consider Automaton Queen vs. Living Shadow (variable gauge cost and the ability to truncate the duration).

    Even something like the Darkside Gauge would actually require some degree of management if it was implemented on a DPS job. They probably considered making it harder during initial testing and then rolled it back because it was a tank, which is why some of these bizarre gauge choices exist.

    There is a historical perception of tanking as being difficult, which in part relates to the tradition set down by previous trinity MMOs. I think prior to Stormblood, you could have made a really good case for a skilled tank bringing a lot to the table. If you didn't land Savage Blade/Skull Sunder on your Shadow of Meracydia, a healer died. If you didn't know how to properly maneuver Quickthinkx during cat phase, it was a wipe. But in this current era of auto-positioning, self-tanking bosses, with an occasional scripted tankbuster for you invuln swap off of, while spamming your Souleater combo? It just feels a lot less meaningful now.

    If you've been paying attention to the way the wind has been blowing for the past few expansions, there has been a general trend to de-emphasize support contributions. But tanks' dps output has also taken a hit as well. The end result is that if you really do enjoy the damage gameplay of tanks, you'll have a lot more fun on DPS, and be more valuable to your team at the same time.

    I think the only reason why tanks aren't creating more of an outcry is because they've encroached into healer gameplay to partially compensate. So now you have these very safe, self-healing damage sponges that don't require any real rotational skill to play. And then it's the healers who are stuck with an even bigger identity crisis.
    That's the standard warrior has set. And not enough people are speaking out about it. It was kinda fine when Warrior had other shortcomings (Slightly less Adps) so that you wouldn't just play it over the other tanks every single time. But now that damage is no longer allowed to be different across the tanks (or at least, higher than Warrior's) we're set for further homogenisation. Because with damage no longer allowed to be higher than Warrior's, sustain and utility are going to be the deciding factor whether tanks are brought or not.
    (1)

  7. #107
    Player
    Amenara's Avatar
    Join Date
    Apr 2019
    Posts
    1,040
    Character
    Rhela Tsurugi
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    I would like a job with reactive gameplay akin to fury warrior in WoW. Fast paced with a short GCD, multiple skills to use to build your resource with different CDs or ways of resetting that skills CD, a big hitter that burns the resource. DPS CDs that are reduced whenever you use your resource spender. Just one job that isn't a static rotation and has a priority rotation based on what is off CD.
    (2)

  8. #108
    Player
    fulminating's Avatar
    Join Date
    Apr 2022
    Posts
    1,179
    Character
    Wind-up Everyone
    World
    Zodiark
    Main Class
    Arcanist Lv 52
    Damage is the only valuable metric. That’s the core of it. You take warrior because binding the add was relevant ten years ago eating both tank busters lets your healers do more damage. You take dark knight because you can stack shields and ignore the dog balls. You take paladin because cursekeeper only works if damage was taken. Or because cover lets you have an easier time. You take gunbreaker because it was made after they simplified nearly all utility out of the game. Combat design sucks. Let one tank have three interjects and make them alter the course of the fight. Remove invuln from everyone but paladin, let one tank split the next attack between it and the enemy or turn it into a dot or anything.

    SE make the fights unfun by wanting mechanics solved their way or not at all. Debuff vomit and damage downs.
    (6)

  9. #109
    Player
    wereotter's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    2,105
    Character
    Antony Gabbiani
    World
    Faerie
    Main Class
    Viper Lv 100
    Bloodbath for melee DPS triggers on ALL damage

    Right now the skill is needlessly worse on ninja because you don't restore health off magic damage attacks. Also armor crush as the level 50 capstone skill on ninja.

    Monks, using mediate outside combat gives a solar and lunar nadi. Its seems dumb they intentionally designed the job so that your hardest hitting move can't be performed under party buffs

    Also want salted earth, slipstream, and doton completely reworked. If they're going to remain damage over time, would prefer they just apply a DOT to the enemies rather than be a spot on the floor that enemies have to stay within. They also probably need to be enlarged considering how large now boss enemy models are.
    (2)

  10. #110
    Player
    hunter2's Avatar
    Join Date
    Dec 2023
    Posts
    74
    Character
    Hoon Tahtoo
    World
    Ragnarok
    Main Class
    Monk Lv 100
    I've seen a few posters asking for positionals to be removed. I'd like to hear why. We have so much movement on melee jobs and positionals give a good reason to use it. I think they're in a good spot right now where missing them is just a small dps loss and doesn't destroy your combo. It's something fun to optimise from pull to pull and is less punishing than e.g. dropping a GCD or pressing your combo out of order.

    I think my ideal positional design would involve a couple of jobs having more positionals, and perhaps one job not having them. Like how BLM - RDM - SMN have a different amount of hardcasts.
    (0)

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