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  1. #11
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,423
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    I'm still curious actually. What would caster DPS think about getting positionals on their jobs? Or as you just proposed, a melee with slow casts on their main filler? Are you sure that's what people would like to play with?
    (0)

  2. #12
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,336
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Valence View Post
    I'm still curious actually. What would caster DPS think about getting positionals on their jobs? Or as you just proposed, a melee with slow casts on their main filler? Are you sure that's what people would like to play with?
    Personally, It Depends™️.

    Back/Flank positionals would be weird. Yeah we all stack in melee range anyways so it's not a big deal 99% of the time, but it's a bit constructed. A casting tank would automatically be fine with front positionals but they'd also be utterly pointless I suppose. What would be interesting would be if such a caster had a codified system of Near and Far positionals instead. We already have far-type stuff on PvP Bards, and near-type indirectly on how the Red Mage melee combo interrupts your casting, so I guess we have precedent for both, but as a variable concept on a caster with actual cast bars it'd be super funky to explore. I'd love that.
    (0)

  3. #13
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,278
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    Quote Originally Posted by Valence View Post
    I'm still curious actually. What would caster DPS think about getting positionals on their jobs? Or as you just proposed, a melee with slow casts on their main filler? Are you sure that's what people would like to play with?
    I feel like a melee walking cast could be useful for conveying that the weapon, and attack is a little unwieldy, and has a ton of weight to it, like maybe it could work with DRK or a hypothetical big hammer job.
    (0)

  4. #14
    Player
    Rika007's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    368
    Character
    Rika Lockhart
    World
    Coeurl
    Main Class
    Bard Lv 100
    My biggest issue with the walking casts for PVE argument on ranged physical is it doesnt take into account one of the most important parts of what makes these jobs fun, the sheer amount of oGCD abilities they have. If you take give Bard and Machinist walking casts, but they are now no longer able to double weave during their burst phases, you essentially just ruined the job entirely. Honestly with how busy dancer has become in its burst window, it would be awful too.
    (2)

  5. #15
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,278
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    Quote Originally Posted by Rika007 View Post
    My biggest issue with the walking casts for PVE argument on ranged physical is it doesnt take into account one of the most important parts of what makes these jobs fun, the sheer amount of oGCD abilities they have. If you take give Bard and Machinist walking casts, but they are now no longer able to double weave during their burst phases, you essentially just ruined the job entirely. Honestly with how busy dancer has become in its burst window, it would be awful too.
    Not all GCDs would be or should be walking casts. Not even BLM or PCT, the most casteriest of casters have cast times on all their spells. Like for BRD, GCDs like Refulgent Arrow, Resonant Arrow, Apex, and Blast Arrow, Radiant Encore, and its dots should remain instant while Burst Shot becomes a walking cast. They could cut the cooldown of Barrage in half so it could have more instant GCDs every minute for movement, and weaving space. I think lining up instant GCDs for double weaves is kind of an aiming-adjacent playstyle because it is like threading a needle, and does require some finesse, and should be considered in phys ranged design even with walking casts.
    (0)

  6. #16
    Player
    CKNovel's Avatar
    Join Date
    Aug 2019
    Posts
    1,915
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Carighan View Post
    Personally, It Depends™️.

    Back/Flank positionals would be weird. Yeah we all stack in melee range anyways so it's not a big deal 99% of the time, but it's a bit constructed. A casting tank would automatically be fine with front positionals but they'd also be utterly pointless I suppose. What would be interesting would be if such a caster had a codified system of Near and Far positionals instead. We already have far-type stuff on PvP Bards, and near-type indirectly on how the Red Mage melee combo interrupts your casting, so I guess we have precedent for both, but as a variable concept on a caster with actual cast bars it'd be super funky to explore. I'd love that.
    And then you end up on P7, P8 or Valigarmanda and just can't do any of the "Far" positionals.
    There's a lot of mechanics that forces the player to stay in near melee range for share purpose, even M4S has phases where you're forced to remain at close range for a long time.

    A Near/Far has been a debate in the past and we quickly figured there would be too much conflict with melee DPS, Healer range (just think about Sacred Soil or Asylum) or game mechanics.
    (0)

  7. #17
    Player
    AnimaAnimus's Avatar
    Join Date
    Feb 2012
    Posts
    1,344
    Character
    Cynric Zerr
    World
    Sargatanas
    Main Class
    Red Mage Lv 70
    Thematically, I would just like them to split archer into bard and ranger. Our current bard is barely a bard, so move most of the bardic toolkit into ranger and instead have bard focus on songs. The dots both could be songs the fact they are shots in the first place make 0 sense for a bard, the current partywide buff could be its own song and the buffs they give us could be different songs as well. A lot of our attack could also be done via songs. There is already a precedent for song based attacks in games like ff4. Plus lb3 should be more bardic themed instead of a bunch of arrows. As it stands now I don't think the person who designed bard knows what a bard is. We should be using songs and instruments much more than our bows.

    Ranger could have the majority of the current toolkit and maybe add pets that show up for an attack and then disappear. Have a hawk swoop in for a quick attack. Have a bear rise up, swipe and then disappear. Have a dog charge through and bite (You're such a good boy, Interceptor).
    (0)

  8. #18
    Player
    Lorika's Avatar
    Join Date
    May 2024
    Posts
    385
    Character
    Kaeline Artelus
    World
    Phantom
    Main Class
    Gunbreaker Lv 74
    Quote Originally Posted by AnimaAnimus View Post
    Thematically, I would just like them to split archer into bard and ranger. Our current bard is barely a bard, so move most of the bardic toolkit into ranger and instead have bard focus on songs. The dots both could be songs the fact they are shots in the first place make 0 sense for a bard, the current partywide buff could be its own song and the buffs they give us could be different songs as well. A lot of our attack could also be done via songs. There is already a precedent for song based attacks in games like ff4. Plus lb3 should be more bardic themed instead of a bunch of arrows. As it stands now I don't think the person who designed bard knows what a bard is. We should be using songs and instruments much more than our bows.

    Ranger could have the majority of the current toolkit and maybe add pets that show up for an attack and then disappear. Have a hawk swoop in for a quick attack. Have a bear rise up, swipe and then disappear. Have a dog charge through and bite (You're such a good boy, Interceptor).
    The actual Bard is a watered down (and by a lot) version of FFXI Bard.
    On FFXI you are also starting as an Archer, but when you unlock Bard.... You forget that once upon a time you were a DPS.
    (0)

  9. #19
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,336
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by CKNovel View Post
    And then you end up on P7, P8 or Valigarmanda and just can't do any of the "Far" positionals.
    There's a lot of mechanics that forces the player to stay in near melee range for share purpose, even M4S has phases where you're forced to remain at close range for a long time.
    No? Because Valigarmanda has no positionals?

    I would also add that I want a temporary "failure state". Because the success is boring if there is no possibility of failure. Meaning that yes, Melee DPS absolutely ought to dominate damage if they can stay 100% in melee range. And Caster DPS absolutely ought to dominate if they can stand still 100% of the time. Only... neither should be possible. Not in a meaningfully reliable way. And that brings the damage down, which is where sub-par movement tools (like Reprise on Red Mage) and ranged attacks on melee ought to come into play, which should not be as trivial as they are now. However, likewise, movement tools should never be optimal to use rotationally, a weird FFXIV-specific side effect of how oGCDs can be woven between GCDs and how that interacts with casted vs instant GCDs.
    (0)
    Last edited by Carighan; 10-11-2024 at 04:17 PM.

  10. #20
    Player
    CKNovel's Avatar
    Join Date
    Aug 2019
    Posts
    1,915
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Carighan View Post
    No? Because Valigarmanda has no positionals?

    I would also add that I want a temporary "failure state". Because the success is boring if there is no possibility of failure. Meaning that yes, Melee DPS absolutely ought to dominate damage if they can stay 100% in melee range.
    It's only in the hypothetical scenario if we had a "far" positionals mechanic to show the potential conflict.
    Another example is that you sometimes put tank and ranged together in NE/NW position to share damages because it allows melees to hit positionals. But in that case, either tank wouldn't be able to hit or ranged wouldn't be able to fulfill the "far" requirement.

    You can take P9S that forces everyone at max melee range in some mechanics, same goes for P11S, P12S, M2S, M3S... All encounter that have positionals available.
    Every "donut" type of mechanic would instantly deny that "far positional".
    (0)

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