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  1. #21
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,421
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Unlike all other gauges, MP starts full, and regens with time instead of specific actions. I mean, you can definitely make a gauge work like that too I guess. But I'd actually like them to make MP useful on more jobs like it used to be, as a more universal system BESIDES job gauges. Because removing it just has that somewhat familiar taste of asking SE to remove things like TP because it's not satisfying or working well anymore... (if the TP analogy irks you, you can replace it by whatever they deleted and that you liked)
    (2)

  2. #22
    Player
    Sjol's Avatar
    Join Date
    Apr 2024
    Posts
    276
    Character
    Sjol Fantl
    World
    Mateus
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Valence View Post
    Unlike all other gauges, MP starts full, and regens with time instead of specific actions. I mean, you can definitely make a gauge work like that too I guess. But I'd actually like them to make MP useful on more jobs like it used to be, as a more universal system BESIDES job gauges. Because removing it just has that somewhat familiar taste of asking SE to remove things like TP because it's not satisfying or working well anymore... (if the TP analogy irks you, you can replace it by whatever they deleted and that you liked)
    I'm left to wonder why people get attached to specific elements. I know that they do, but it feels like they get attached to the part instead of the whole.

    If they could make a compelling system for mana, is be okay with it, but right now it's not a compelling situation for most jobs and a meter that starts full and regenerates slowly isn't a useful concept for most of the designed jobs. Forcing a "starts full and slowly regenerates" meter onto various jobs isn't good, imo.

    So, if mana was a thing, it would have to be something universal like it is in PvP disconnected from individual job design. But trying to split it down the middle has just created an inelegant situation.
    (0)

  3. #23
    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 Sjol View Post
    I'm left to wonder why people get attached to specific elements. I know that they do, but it feels like they get attached to the part instead of the whole.

    If they could make a compelling system for mana, is be okay with it, but right now it's not a compelling situation for most jobs and a meter that starts full and regenerates slowly isn't a useful concept for most of the designed jobs. Forcing a "starts full and slowly regenerates" meter onto various jobs isn't good, imo.

    So, if mana was a thing, it would have to be something universal like it is in PvP disconnected from individual job design. But trying to split it down the middle has just created an inelegant situation.
    You do know the SE solution is to remove instead of replace, I bet if they removed mana then theirs no chance of it becoming relevant again which is why It's a bad idea just to outright remove anything.

    I don't get why people are so bothered about just having mana in general, It makes sense on certain jobs use mana why not make it more important on more Jobs instead? What does making a "new gauge" for Dark knight or Black mage add??? I'm not a fan of having a gauge for the sake of having one, I dislike the oath gauge for similar reasons (where it's just a clutter 2 stack gauge system).

    I will always see making mana more important as the better option instead of just accepting that the game is meant to be bland, even if I wanted to doomer post (which i do enough already), theirs literally no point in removing mana just to add some gauges on jobs like BLM/DRK doesn't add anything to the game other then more visual clutter and never having the chance of MP being more important.
    (2)

  4. #24
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,692
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    I think the oath gauge is fine because it dictates 3 CD’s of which 2 are only dictated by the gauge for their CD while the third actually has a CD on top of its gauge cost

    Arguably the most egregious gauge is SCH’s because while union is stronger and more flexible SGE basically does 99% of the effects of union with a simple CD in soteria
    (0)

  5. #25
    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 Supersnow845 View Post
    I think the oath gauge is fine because it dictates 3 CD’s of which 2 are only dictated by the gauge for their CD while the third actually has a CD on top of its gauge cost

    Arguably the most egregious gauge is SCH’s because while union is stronger and more flexible SGE basically does 99% of the effects of union with a simple CD in soteria
    Cover is a bloat useless ability that doesn't even deserve to be on PLD's hotbar even if was off gauge it would still be useless, it was only ever good when it had built in mitigation. It's a holy sheltron and intervention gauge in reality, which can be done by putting it on 2 shared stacks, PLD's the definition of having redundant abilities (cover, Shield bash ect.) and out dated designs such as a oath gauge holding down the job.

    It's not really a contest between who has the worse gauge, but I don't want "gauges" slapped onto jobs, I want gauges to actually make the job feel interesting which a lot fail, adding a "mana gauge" is just more visual clutter that I'm not a fan of.
    (1)
    Last edited by Rithy255; 05-01-2024 at 03:15 PM.

  6. #26
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,407
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    I can think of a lot of PLD players that would be very sad if Cover went away, just because its not super meta for week 1 savage speed clearing doesn't mean its entirely useless.
    (1)

  7. #27
    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 Oizen View Post
    I can think of a lot of PLD players that would be very sad if Cover went away, just because its not super meta for week 1 savage speed clearing doesn't mean its entirely useless.
    I'd be super sad if it remained a dead bloat ability like it currently is personally, I'm more "sad" that the job got turned into a boring tank like the rest but that's just me i guess, taking away cover doesn't really mean a lot to me personally, because it wasn't tied to my enjoyment of the job, this is pretty much the same to anyone who prefered 6.2 PLD over 6.3, like sure taking it away for no reason isn't really that important but again I don't really like abilities that just take up space.
    It's also not meta ever, it's not really useful ever, Personally i would like it to be more useful again or stop taking up hotbar space so PLD can get a different more useful/fun skill.
    (1)
    Last edited by Rithy255; 05-01-2024 at 03:32 PM.

  8. #28
    Player
    xbahax92's Avatar
    Join Date
    Sep 2014
    Location
    Gridania
    Posts
    1,098
    Character
    Flan Vongola
    World
    Raiden
    Main Class
    Warrior Lv 90
    Another stat which is going to hit the coffin someday. Not gonna lie, the game has already many stats that are useless. You can ignore MP in any battle, unless you turn into a rez machine. I wouldnt be surprised, if they just abandoned this parameter for spell stacks, why even bother with set MP consumption and regen values. Just dumb it down! /s
    (0)

  9. #29
    Player
    Shikiseki's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    1,268
    Character
    Akio Shikimazu
    World
    Odin
    Main Class
    Summoner Lv 100
    I do somewhat miss party synergy outside that effin party buffs. We used to have Bards saving the healers day with Ballad, a stealthy Ninja being able to replenish a Monk's TP so they could continue to pummel the enemies heck even AST could bank an Ewer card for bad times.

    Although I'm not crying about the absence of TP, MP on the other hand is such a vital FF thing, it should be incorporated into every job at least somewhat (with the notable exception being Monk maybe but even that job could use MP for their usually more restorative spells like Chakra etc.). But since the current overreliance of OGCDs which usually do not cost any MP, it's a pretty fruitless endeavour I'm afraid...

    The only thing I'd avoid though is to make one utility exclusive to 1-2 jobs. If it's a widespread utility, I think it'll be a good way to bring back non dps/migration party utility back to the game.
    (0)

  10. #30
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,421
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Sjol View Post
    I'm left to wonder why people get attached to specific elements. I know that they do, but it feels like they get attached to the part instead of the whole.

    If they could make a compelling system for mana, is be okay with it, but right now it's not a compelling situation for most jobs and a meter that starts full and regenerates slowly isn't a useful concept for most of the designed jobs. Forcing a "starts full and slowly regenerates" meter onto various jobs isn't good, imo.

    So, if mana was a thing, it would have to be something universal like it is in PvP disconnected from individual job design. But trying to split it down the middle has just created an inelegant situation.
    The problem is not being attached to something, or a part of something, the problem is seeing things getting removed without anything added back in counterpart, making the game poorer and poorer as a result.

    The last and only time we have had something actually added to the battle system was in Stormblood with job gauges...
    (2)

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