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  1. #21
    Player
    rawker's Avatar
    Join Date
    Dec 2014
    Posts
    1,197
    Character
    Rawker Stone
    World
    Excalibur
    Main Class
    Paladin Lv 90
    Hence, I stated to some extent for SGE. SCH would be the only healer that can fully utilize crit healing. This makes the other healers less reliant on Crit. There are plenty of ways to "diversify" healing. You are an advocate to that, as far as I am concerned.

    As for tenacity, SE has always been forward with how they balance the game. Old content has been an after thought in terms of considering when (re)designing the jobs. With this in mind, what's the probability of having a Holminster Switch jump of difficulty for heal and tank checks come Dawntrail?
    (0)

  2. #22
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,926
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by rawker View Post
    Hence, I stated to some extent for SGE. SCH would be the only healer that can fully utilize crit healing. This makes the other healers less reliant on Crit. There are plenty of ways to "diversify" healing. You are an advocate to that, as far as I am concerned.

    As for tenacity, SE has always been forward with how they balance the game. Old content has been an after thought in terms of considering when (re)designing the jobs. With this in mind, what's the probability of having a Holminster Switch jump of difficulty for heal and tank checks come Dawntrail?
    SCH doesn’t really “use” crit healing it’s just that there is only 2 skills in the game that actually have a different different effect if they crit and only one healer has the ability to force skills to crit. Actual RNG critting of any heal that’s not been forced to crit with recitation can never actually be properly balanced around (it’s why recitation is probably SCH’s strongest skill) at worse it’s pointless overheal, at best it’s the “oh I guess that’s fine” sort of feeling you get when you are spamming e diagnosis on the tank and it crit giving you a bit of breathing room

    Either you give every healer a recitation equivalent and change the nature of certain heals to utilise it (which both invalidates the suggestion of stats that increase crit chance and also removes one of SCH’s strongest niches) or you basically leave crit heals as they currently are, wasteful at worst. Pointless at best

    As for tenacity sure they don’t explicitly balance old content but if you are going to change tenacity that drastically you run the risk of either

    A) a singly pull doing mt gulg pentapull damage if the alignment is wrong (basically a worse version of old bardems mettle) or
    B) mt gulg pentapull is ends up doing as much damage as current single pull

    You would really need to tweak almost the entire game to not have it break the vast majority of old content in one way or another
    (0)

  3. #23
    Player
    rawker's Avatar
    Join Date
    Dec 2014
    Posts
    1,197
    Character
    Rawker Stone
    World
    Excalibur
    Main Class
    Paladin Lv 90
    Call me selfish but I don't like every healer to get an Excog Recitation equivalent. Aside from the pet, being able to deploy a big shield reliably is what drives me to continue to love SCH. I do see your point on crit heals usually goes to waste due to overhealing and is unreliable. To address that, make other healers rely on something else that is reliable. Just keep the crit shield deployment to SCH.

    Going back to Tenacity, we might get another round of damage pruning that will trivialize old content, further. Also, isn't it that every start of a new expansion, defense/crit/speed scaling soft resets to a base value? That also explains the sudden difficulty spike. I don't see any reason for them to go back and redo every content when the calculation soft resets at the beginning of DT.
    (1)
    Last edited by rawker; 03-20-2024 at 05:24 PM.

  4. #24
    Player
    eldritchAvatar's Avatar
    Join Date
    Oct 2022
    Posts
    35
    Character
    Aletheon Ruchiradam
    World
    Seraph
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by DrWho2010 View Post
    The game's encounters would have to be redesigned from a fundamental level for a "best in situation" scenario instead of a "best in slot".
    Did I stutter?

    Quote Originally Posted by DrWho2010 View Post
    Lately? Rote memorization of an encounter is all this game has ever been. Nothing really is truly "random" in this game in this aspect.
    Point still stands. Adaptation is growth. The existing parameters only challenge specific forms of intelligence.

    Quote Originally Posted by DrWho2010 View Post
    I dunno where you've been. What game do you think you have been playing? This is how it's always been. This is fundamentally how the devs have wanted to design this game. I don't see them changing that anytime soon.
    They Certainly Can.

    Quote Originally Posted by DrWho2010 View Post
    This is the most boring-est part of dungeons.
    SHOULD IT BE?

    Quote Originally Posted by DrWho2010 View Post
    That would be lame, everyone would be complaining about loss of uptime and MUH DEEPS.
    Not if other aspects of the game shift to compensate. (Range increases, Slidecast windows, movement abilities)

    Quote Originally Posted by DrWho2010 View Post
    You'd better bribe a lot of devs then to change how they think, esp Yoshi-P.
    I'm sure developers are trying to combat stagnation, but if they want description down to the minutiae I will give it.

    Quote Originally Posted by DrWho2010 View Post
    This idea that somehow everyone should be special doesn't fit into the way this game is currently built. Go play a single player game if you want this kind of variety. Even then most people playing will just look up the fastest/best way to play anyways there too. lol
    I'm not saying people have to be "special". I'm saying this game is prescriptive about fine tuning via materia. One singular advantage (crit), and many other negligible effects. If the devs made other stats less USELESS, then we'd have to actually make smarter decisions. ALSO Precedent of multiplayer games with strategic diversity: Monster Hunter World, Warframe, Destiny 2, WoW, Diablo 4, Borderlands 3. Go find another thread if you want to be this petty.

    Quote Originally Posted by DrWho2010 View Post
    The ONLY THING that matters in this game right now when it comes to encounters is PLAYER SKILL. Dying to mechanics? You're not good enough. Hitting enrage? you're not good enough. No unique build should be able to compensate for that. That's the way the devs have always thought about this game.
    No, the only thing that matters is player knowledge. Bosses will one shot you, and it's not because you're good, it's because they're designed to one shot you. Figuring that out is the first step, everything else is about being able to move and remember. If you can meet those conditions, the rest should be up to the comforts of your own design.
    (2)

  5. #25
    Player
    RyuuZero's Avatar
    Join Date
    May 2014
    Location
    Ul'dah
    Posts
    472
    Character
    Ryu Kusanagi
    World
    Cerberus
    Main Class
    Samurai Lv 100
    I like the addition of Direct Hit, I mean a Big Number that goes now with !! instead of !, that's Cool.
    But as a Samurai Player with the guaranteed Crit without Kaiten we only really do the lvl50 Rotation for 40lvls. They could've make Kaiten turn the following Weaponskill do Direct Hit Damage, thus rewarding good resource management with every Big Attack also doing Big looking Damage but, they just removed it and now we have Kenki to spam Shinten :/
    (1)

  6. #26
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,578
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by eldritchAvatar View Post
    No sane player builds it over Critical hit. Why should the meta be so rigid? Why not make DH affect proc rate? For proc focused builds starting out with a base percentage is great, but why leave it a fixed percentage when DH could easily contribute to strategic variety by affecting the rate at which a skill procs an effect? An added 25% damage every so often is redundant and could be funneled back into crit and rebalanced.

    If the tier bonus is balanced to always be an additive percentage of a skill's base chance, then it could give players more incentive to stack Direct Hit. That way the gear stat curve also doesn't neglect an aspect of the kit as the stats rocket upwards in later content.
    Overall, XIV stats are pretty bland to the state of asking "what's even the point of having customizable stats?" if straying from the norm impacts severely your performance.

    Honestly, Sks/Sps are the only actual interesting stats because you visibly see a (moderate) change in how you play your jobs, and guess what? It's a bad option for most of the jobs. Every other stat just impacts the number you see on your screen, and barely, given how much visual clutter, do you even notice big crits?
    (3)

  7. #27
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
    Posts
    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    Quote Originally Posted by TabrisOmbrelame View Post
    BRD, DNC, BLM and RDM should just have their procs removed and reworked completely imo. They need to rework some of their skills so they are actually more playable for a huge portion of player.
    BLM being hard has nothing to do with the proc. You have 85% chance to get a proc by sheer luck and you're suppose, usually, to put dynamisation to reach 100% so really, the proc is a non issue.

    BRD/DNC/RDM are proc based, but the proc chance is so high that over an entire fight it's totally normalised.
    RDM combo cost rework also helped a lot as to avoid over/under capping by basically allowing you to have up to twice as much as single combo.
    JoltII vs Earth/Fire is only 20 potency and 1 extra mana point. If you properly use swift cast and acceleration, you don't cast that many JoltII and an unlucky run vs a lucky one would be as trivial as having an extra crit+dh on 1-2 skills over the course of a fight. Sure, it would change a few things (especially if you aim at 100%perf) but as this point, you might want to also remove crit entirely because this would have a bigger impact overall.

    Like they're fine. Procs aren't the problem on those jobs.
    (1)

  8. #28
    Player
    UkcsAlias's Avatar
    Join Date
    Dec 2021
    Posts
    781
    Character
    Aergrael Iyrnrael
    World
    Ragnarok
    Main Class
    Scholar Lv 100
    Quote Originally Posted by TabrisOmbrelame View Post
    Crit always increase both Chance and Damage when you up it, making it an exponential stat. That means if you don't have any, it is the ultimate garbage, but if you have a lot it's a godly stat.

    DH is a linear stat, because only the chance increase when you up that stat. But the function behind it is literraly the old critical damage we had on older game. I think Direct Hit should have a different effect than just a +25% damage up. Maybe something like a second attack (with reduced damage) added (on which Crit could also occur, but each hit is independant) (This is a crappy idea of course, I'm aware. We just need more thinking about this).
    This then just becomes a game of math. Can the crit stat reliably beat the DH stat? If not, go full DH, if yes, go full crit. It will involve an easy number treshold.
    Therefor adding complexity that i think just isnt needed as it doesnt benefit anyone.

    You want a simple system. As anything more difficult will as a result most players having suboptimal gear, making content harder for you. Adding damage to piety is on that simple as it just changes the materia priorities, and then remains the same for all. No strange tresholds to consider then, but piety does have a side effect that can make it mandatory: spell speed. The more you cast, the faster you burn mana, and therefor need piety to cover. So if we can do something here, piety might not need any damage.

    I think spell speed/skill speed are the 2 stats that need more attention. These are far more awkward as they rely on tresholds far more and have near insignificant results (0.02s on a 2.5 gcd is still less than a percent of value, yet 72 points on your crit stat of 2000 is already a 3.5% increase in just its number). The scaling here does a quite bad job, yet would otherwise be the most reliable stat to compete against crit as its scaling is potentialy also exponential (if the removed GCD portion scales linearly downward, the more you get, the more bonus value you generate).
    And these used to actualy be able to compete with crit on jobs like blm.

    And yes, if this works well, we will get a more complex case as now you need to find a balanced value. Which might not be what we want. But spell/skill speed has a side effect that might not be noticed: it can make uptime easier during mechanics. This makes it a far more personal thing making it less strict to be optimal. Only in ultimate (where things are strict) these strict values can then matter, which is exactly where we want this.
    (0)
    Last edited by UkcsAlias; 05-07-2024 at 06:50 PM.

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