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  1. #1
    Player
    Cyrtip's Avatar
    Join Date
    Jan 2023
    Location
    Gridania
    Posts
    54
    Character
    Cyrtip Norcrest
    World
    Malboro
    Main Class
    Blue Mage Lv 80
    That would be cool, give each actual swing more feedback. Make jobs like monk feel even faster, too.

    Could even use it from a balance perspective, I remember hearing how last expansion a Gunbreaker's damage depended quite a bit on if they crit Double Down. If Double Down, as the name implies, hits 2 times instead of just once, outlier runs where no hits crit (or alternatively, all hits crit) would be far less common. Hysho Ranryu (NIN's 1300p skill) could get a similar treatment, hitting 8+ times like BLU's Matra Magic. Would make "I got a lucky crit on a nuke skill" (Something out of the players control) less of a determining factor for damage, so things like if or when you hit the button would matter more (relatively).
    (3)
    Last edited by Cyrtip; 09-05-2024 at 05:27 AM. Reason: Clarity
    https://tinyurl.com/3hw7jt7w
    "Square Enix 'will be incorporating various changes' post-Dawntrail... come such changes, classes 'will not be more simple.'"

  2. #2
    Player
    Tunda's Avatar
    Join Date
    Jun 2024
    Posts
    791
    Character
    Tunda King
    World
    Ragnarok
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Cyrtip View Post
    That would be cool, give each actual swing more feedback. Make jobs like monk feel even faster, too.

    Could even use it from a balance perspective, I remember hearing how last expansion a Gunbreaker's damage depended quite a bit on if they crit Double Down. If Double Down, as the name implies, hits 2 times instead of just once, outlier runs where no hits crit (or alternatively, all hits crit) would be far less common. Hysho Ranryu (NIN's 1300p skill) could get a similar treatment, hitting 8+ times like BLU's Matra Magic. Would make "I got a lucky crit on a nuke skill" (Something out of the players control) less of a determining factor for damage, so things like if or when you hit the button would matter more (relatively).
    in my mind the idea was for aesthetic.. but bringing your point that making each hit crit/direct hit separately is actually a smart idea.
    making non auto direct hit/crit have multiple hits some of them crit is not only more satisfying but less frustrating.
    (2)