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  1. #11
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by ty_taurus View Post
    I do that on my UI manually. The gauge goes right next to MP. Depending on the job I'll go for simplified or the stylized version.
    I do that too, it just ends up being a painstaking process where you have to try and manually align everything up on each job. It's worse when there are two gauge elements.

    I think the ideal would be if HP, MP, and the job gauges were all individual elements that could be hidden individually and assigned to a 'resources' group with snap alignment options, and once positioned and locked could be moved en bloc around the HUD.

    It could also make for some interesting self-imposed challenges, like a no HP bar Deep Dungeon run.
    (0)

  2. #12
    Player
    Eraden's Avatar
    Join Date
    Jan 2022
    Posts
    1,229
    Character
    Mao Xifeng
    World
    Adamantoise
    Main Class
    Black Mage Lv 100
    Mao is BLMs. Mao doesn't even thinks about Mana. If Mao doings rotation properly for max dps, Mao never ever runs out of Mana. Even if Mao dies, Mao has two buttons to tops Mao off at max Mana within seconds. Mao thinkings that at least for BLMs, Mana is just training wheels to teach young BLMs how to do proper rotations.
    (0)

  3. #13
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,701
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    BLM is arguably the only job that mana actually does have a meaning as high level optimisation of the rotation actually involves playing with mana ticks to maximise uptime (such as a very simple example of transpose fire 3 procs needing good umbral ice ticks)

    The standard line never cares about mana (outside of when to use manafont but 999/1000 times you just use it for a second fire 4/despair) but a lot of optimisation does care

    Every other job it’s either self regulating or really only regulating excessive rezzing
    (2)

  4. #14
    Player
    Gemina's Avatar
    Join Date
    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Eraden View Post
    Mao is BLMs. Mao doesn't even thinks about Mana. If Mao doings rotation properly for max dps, Mao never ever runs out of Mana. Even if Mao dies, Mao has two buttons to tops Mao off at max Mana within seconds. Mao thinkings that at least for BLMs, Mana is just training wheels to teach young BLMs how to do proper rotations.
    Whether it is second nature or not, few, if any jobs integrate mana management as heavily as BLM. It has much less to do with your ability to restore your mana than it does remaining in Astral fire phase as long as possible. And because BLM is so niche, this management is not a transferable skill to other mana users in the game.
    (1)

  5. #15
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,438
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Vyrerus View Post
    Come Stormblood, if memory serves, everything was set to have 10k MP, since all spells were % based anyway, with the old MP values mainly being for fluff (though Piety used to increase total MP, and there were BLM rotational benefits to having a few points in piety).
    Shadowbringers, the one and only that butchered the whole battle system to smithereens.
    (3)

  6. #16
    Player
    Sjol's Avatar
    Join Date
    Apr 2024
    Posts
    276
    Character
    Sjol Fantl
    World
    Mateus
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Supersnow845 View Post
    BLM is arguably the only job that mana actually does have a meaning as high level optimisation of the rotation actually involves playing with mana ticks to maximise uptime (such as a very simple example of transpose fire 3 procs needing good umbral ice ticks)

    The standard line never cares about mana (outside of when to use manafont but 999/1000 times you just use it for a second fire 4/despair) but a lot of optimisation does care

    Every other job it’s either self regulating or really only regulating excessive rezzing
    Interestingly the way they managed to do that is making mana regeneration different from all other classes while completely ignoring how the basic system works. And that's okay, but it doesn't give credence to how BLM is an example of mana being necessary. You could call it anything else and make it work the same way as it does now. Or even just make it it's own meter.
    (0)

  7. #17
    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
    Shoutouts to Dark Knight for having a more engaging use of MP than Summoner
    (3)

  8. #18
    Player
    Eastwall's Avatar
    Join Date
    Jun 2023
    Posts
    660
    Character
    Jumpshot Tryhard
    World
    Excalibur
    Main Class
    Astrologian Lv 100
    All job needs to use mana to use recuperate in pvp.
    (1)

  9. #19
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    1,923
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by ty_taurus View Post
    MP could effortlessly just be a gauge resource rather than MP as a system, because MP for those jobs isn't really about situational choices. The way you gain and spend MP is generally consistent regardless of the fight you're in, because there's not really any choice to make it with.
    I don't really think we need another tacky gauge for certain jobs. Instead you can just make MP more useful and interesting on jobs which was my suggestion anyway.
    (4)

  10. #20
    Player
    Sjol's Avatar
    Join Date
    Apr 2024
    Posts
    276
    Character
    Sjol Fantl
    World
    Mateus
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Rithy255 View Post
    I don't really think we need another tacky gauge for certain jobs. Instead you can just make MP more useful and interesting on jobs which was my suggestion anyway.
    I'm happy for the SE art and UX department to take another crack at making good artwork for the gauges, but I didn't think you can it should shoehorn mana into jobs that don't really need them. Job design seems to work best when they can play with meters and counters that match that specific job. It certainly introduces a lot more potential variation and is one of the few sources of class identity. In fact I would love to see a lot of the 0 to 100 meters reworked into something other than 100.
    (0)

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