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  1. #1
    Player
    Aco505's Avatar
    Join Date
    Dec 2021
    Posts
    861
    Character
    Aco Nale
    World
    Moogle
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by KorosKenzun View Post
    3.Give opportunity to cast harvest moon regularly
    I think it would be interesting to find a way of recharging HM outside of downtime, since HM can also be used during burst when it's not required for disengages. Perhaps giving one charge per Gluttony cast, after gaining X amount of gauge or doing something specific in the rotation?

    Quote Originally Posted by KorosKenzun View Post
    5.Perfectio gives soul or shroud.
    Giving 10 Shroud would be my choice to also help the job a bit when there's more downtime, such as in Ultimates. Gauge jobs like RPR, RDM, MCH, and now VPR do have their strengths in this kind of content, since they can bank more gauge for relevant phases but also lose more damage when they can't attack due to having no way of upping their gauge a bit like SAM for instance.

    This doesn't mean they should be homogenized but instead they could each get an extra unique tool or two to generate a tiny bit extra to deal with these situations.

    Quote Originally Posted by KorosKenzun View Post
    8.reduce gluttony cd,(from 60 to 55)
    This could help with drift so why not.

    Quote Originally Posted by KorosKenzun View Post
    11.Increase damge delt of arcane circle from 3% to 5% (please dont leave rpr alone)
    Doing this means RPR doing less personal damage. I think it's fine as it is. RPR is a job with more personal damage than the average (below the non-buffing jobs and above the buffing ones) with the theoretical tradeoff of having less rDPS.


    As for the rest of your points, I either disagree or am indifferent. Reducing the CD of Enshroud could be good in some ways but not so much in others.

    While I agree that some QoL would be nice, there's also the consideration that the job works perfectly as it is right now and that choosing when to deadzone or when to deal with what's given is also part of the fun of playing it.

    As a newer job, RPR doesn't require as much as other jobs would although it'd be nice if they got their ceiling raised a bit more so that its main complexity wasn't mostly double Enshroud windows.
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    Last edited by Aco505; 08-12-2024 at 01:17 AM.

  2. #2
    Player
    KorosKenzun's Avatar
    Join Date
    Aug 2024
    Location
    l
    Posts
    17
    Character
    Koros Kenzun
    World
    Mandragora
    Main Class
    Reaper Lv 100
    Quote Originally Posted by Aco505 View Post
    I think it would be interesting to find a way of recharging HM outside of downtime, since HM can also be used during burst when it's not required for disengages. Perhaps giving one charge per Gluttony cast, after gaining X amount of gauge or doing something specific in the rotation?



    Giving 10 Shroud would be my choice to also help the job a bit when there's more downtime, such as in Ultimates. Gauge jobs like RPR, RDM, MCH, and now VPR do have their strengths in this kind of content, since they can bank more gauge for relevant phases but also lose more damage when they can't attack due to having no way of upping their gauge a bit like SAM for instance.

    This doesn't mean they should be homogenized but instead they could each get an extra unique tool or two to generate a tiny bit extra to deal with these situations.



    This could help with drift so why not.



    Doing this means RPR doing less personal damage. I think it's fine as it is. RPR is a job with more personal damage than the average (below the non-buffing jobs and above the buffing ones) with the theoretical tradeoff of having less rDPS.


    As for the rest of your points, I either disagree or am indifferent. Reducing the CD of Enshroud could be good in some ways but not so much in others.

    While I agree that some QoL would be nice, there's also the consideration that the job works perfectly as it is right now and that choosing when to deadzone or when to deal with what's given is also part of the fun of playing it.

    As a newer job, RPR doesn't require as much as other jobs would although it'd be nice if they got their ceiling raised a bit more so that its main complexity wasn't mostly double Enshroud windows.
    Thank you for agreeing with some of my suggestions. I also want to mention that these ideas of mine did not come out of thin air. I have also progged using Ast, and I feel ast is a typical job that received positive update in 7.0-7.05. And as i mentioned I also played Ninj, Dragon, Viper for progging, most of the updating suggestions are based on the changing of other job during 7.01-7.05 and I feel like there are a lot of way to improve the position of the rpr among meele dps, and optimizing the feel of doing rpr's rotation but not to make it easier to play like vpr.(the prefectio makes gluttony more impossible to hit in the speak 20s, however sometimes we even need to add a weapon cast(most of the time Soul Slice) to get neough sould to git gluttony. unless you are not doing double enshroud during peak 20s).
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