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  1. #111
    Player
    TheMightyMollusk's Avatar
    Join Date
    May 2018
    Posts
    7,421
    Character
    Iyami Galvayra
    World
    Cactuar
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Erin1491 View Post
    Would love to see MCH get a grappling hook gap closer. It fits the job fantasy, bard gets a jump back, dancer gets a dash with charges on it. Think it'd be neat if MCH had something too. Could work like Icarus does for sages where it works on party members or enemies.
    Give us back Blank Shot. MCH has no need to get close, but being able to knock mobs around is handy from time to time, and it's something no other job can do. Plus it's an interesting bit of flavor. Bards jump away to keep singing, dancers jump around to inspire allies with their dances (and also get close for their Steps), machinists tell you to screw off and go over there now.
    (3)

  2. #112
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,259
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    Let MCH rocket jump
    (1)

  3. #113
    Player
    hynaku's Avatar
    Join Date
    Mar 2015
    Location
    New Gridania
    Posts
    2,796
    Character
    Inglis Eucus
    World
    Cuchulainn
    Main Class
    Reaper Lv 100
    For healers cut the healing skills you have in half. Most of them you never use during battle and add dot and buff skills in their place.
    (4)

  4. #114
    Player
    gumas's Avatar
    Join Date
    Jun 2016
    Posts
    1,314
    Character
    Rawon Special
    World
    Tonberry
    Main Class
    Bard Lv 100
    Quote Originally Posted by Erin1491 View Post
    Would love to see MCH get a grappling hook gap closer. It fits the job fantasy, bard gets a jump back, dancer gets a dash with charges on it. Think it'd be neat if MCH had something too. Could work like Icarus does for sages where it works on party members or enemies.
    either grappling hook (target enemy and drag you into it) or something like jet boots (dash straightforward but in jump jet animation)

    and my other wish is to be able to swap animation between basic and high level one, this is just me but as mch i loathed the heated split slug and clean shot animation, i just dont like it, iam much much prefer the normal split slug and clean shot animation, the heated one just feel to magical (with back flipping and bullets stay on air before launching itself) really not like mch at all which should be based on grounded technology and science
    (0)

  5. #115
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,264
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by hunter2 View Post
    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.
    If it was up to me i'd remove them completely because I hate them. But I'm also not a melee main and I do acknowledge that melee mains like them, so it probably means they need to actually stay. And if anything, I'd rather have the devs stop nuking whole facets of the job and battle system without replacing them with anything else.

    However I don't agree that they're in a good spot right now, they have been progressively sanded down more and more over time (remember in HW that they not only cut down your potency by huge margins, but also broke your combo when conditions weren't met), and they're kinda left hanging in that bizarre spot where they don't really matter anymore much, but yet still kinda do for some jobs, while on others it's just whatever.

    Either way, my main issue with them is that they do not feel rewarding to me at all because there is literally zero feedback when you meet positional requirements, or when you miss them. At best and not on every melee job either, you have a slight, very subtle sound cue change akin to uncomboed skills. If anything, it just feels awful when you miss one as far as I'm concerned, especially when even the hitboxes still dont have completely clear positional feedback either (where is the border between front and flank?). I'd think people would get a lot more dopamine if you had actual clear cues when they actually hit positionals properly, and if said positionals had an actual noticeable mechanical directly visible impact into the gameplay beyond a mere potency upgrade. It used to be your combo not breaking or trick attack debuff actually applying, but it's been removed. It also used to be more kenki gauge on sam, but same thing here, it's been moved to direct potency gains as well. The UI could also really need clear visual cues as well and not only when you hit, but also indicating at all times where you stand relative to the boss.

    And yes, i'd argue it was good that it broke combos, much like casting at the wrong time or spot breaks the cast for casters. It actually made it a thing to sometimes hold your GCD a little in order to ensure you actually had a clear shot at the positional. Too harsh and punishing? I don't care, it gave more player tactical agency. Same thing for samurai kenki, you hit less positionals, you get to play with your kenki less, kinda akin to old bard not keeping up their dots and therefore having to play less with their gauge/repertoire procs. It's very telling on the design direction the game has taken since then. Any constraint that actually brings depth and tactics gets removed for the sake of "not stressing the player".

    Quote Originally Posted by gumas View Post
    and my other wish is to be able to swap animation between basic and high level one, this is just me but as mch i loathed the heated split slug and clean shot animation, i just dont like it, iam much much prefer the normal split slug and clean shot animation, the heated one just feel to magical (with back flipping and bullets stay on air before launching itself) really not like mch at all which should be based on grounded technology and science
    I've always wished to have something inspired a little more of SB MCH. Maybe hypercharge unlocking the heated versions and being required to use them for example (if just to make hypercharge less braindead inner release). Or maybe ammo
    (1)
    Last edited by Valence; 03-02-2024 at 05:04 AM.

  6. #116
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,259
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    Yearning for walking casts on Burst Shot for BRD.
    (1)

  7. #117
    Player
    Esmoire's Avatar
    Join Date
    Dec 2018
    Location
    Gold Saucer
    Posts
    1,137
    Character
    Mei Coincounter
    World
    Ultros
    Main Class
    Goldsmith Lv 100
    Monk is good but clean it up a bit. Blitz and PB should be on the same button. Anatman should be more than marginally useful. Actually we have five buttons related to disengaging or being in a state of not-punching and I feel this could be refined. Riddle of Wind is mathematically worth using but one of the most boring abilities in the game. Also give us a trait that is just straight-up +HP because in other Final Fantasy games monks always have dummy thicc HP but here we don't, outside of PvP which gets it right. Doesn't have to be tank levels, just more than other DPS.
    (0)

  8. #118
    Player
    LianaThorne's Avatar
    Join Date
    Aug 2020
    Posts
    2,405
    Character
    Lorelai Oshidari
    World
    Diabolos
    Main Class
    Dancer Lv 100
    Personally I know it'll never happen but I'd love to see shield AST come back. T_T
    (0)

  9. #119
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,259
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    A RPR change that might be fun would be to have the ability to manipulate the cooldowns of either Gluttony or Soul Slice/Scythe charges.
    (0)

  10. #120
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,383
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by hunter2 View Post
    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.
    My issue with positionals right now is they feel really arbitrary on some jobs.

    Like I'm convinced with proper True North usage you never even need to go for a positional on reaper. I don't think they should be removed out right, but I think the idea that every melee job needs positionals because melee jobs have positionals is stupid.
    (0)

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