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  1. #11
    Player
    Carighan's Avatar
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    Apr 2018
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    1,517
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    I'd argue skill speed ruined itself from being such a terrible stat conceptually, without any job being taken into account yet. It's pointless and really ought to be removed. Like I said above the burst would still be suboptimal if you mis-time things anyways, so there's no need to "double-punish" by not having it be stack-based, especially becasue skill speed as a stat and tight-GCD-count bursts inherently punish people not sitting in viewing distance of the data center. That is, there's an element of "you win, you lose" that is entirely based on physical location, not player skill.
    (2)

  2. #12
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,517
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    The biggest affront is Superbolide not setting to 1HP any more, anyways. Completely made the skill pointless to even have any HP loss in the first place. And ruined the thematics of it, too. Bleh.
    (3)

  3. #13
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,455
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Carighan View Post
    The biggest affront is Superbolide not setting to 1HP any more, anyways. Completely made the skill pointless to even have any HP loss in the first place. And ruined the thematics of it, too. Bleh.
    I miss giving healers a heart attack or doing dumbshit like pressing it then right clicking the invuln to just instant die.
    (3)

  4. #14
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,347
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    Tin foil hat theory: a reason why Superbolide was changed is because Living Dead is going to get reworked again, and it's gonna be the tank invuln that puts you at 1 HP.
    (1)

  5. #15
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    2,087
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Carighan View Post
    The biggest affront is Superbolide not setting to 1HP any more, anyways. Completely made the skill pointless to even have any HP loss in the first place. And ruined the thematics of it, too. Bleh.
    It just makes paladins invul strictly worse.. I mean it was already worst in the game due to its long cooldown, but making GNB's practically no downside feels kind of odd.
    (0)

  6. #16
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,455
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Rithy255 View Post
    It just makes paladins invul strictly worse.. I mean it was already worst in the game due to its long cooldown, but making GNB's practically no downside feels kind of odd.
    If I had to guess they did it because they balance around usage rates.

    In 7.05 PLD and WAR were eclipsing DRK and GNB in usage rates, so 7.1 they went in and did some bare-minimum balancing trying to remove pain points from each job.
    DRK had its Magic mits generalized, gained the ability to mit in lv 70 content, and got a massive buff to its sustain with 500 cure potency on Abyssal/Carve

    GNB has less obvious pain points, single down is basically all they had, so I'm guessing they landed on Superbolide for the other one just to fill out the patchnotes.
    It might as well just be Hallowed Ground + considering it can perfectly trigger Heart of Corrundum too.

    7.2 is very likely going to have a focus on WAR and GNB seeing as the top tanks in FRU were DRK and PLD.
    (0)

  7. #17
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    2,087
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Oizen View Post
    If I had to guess they did it because they balance around usage rates.

    In 7.05 PLD and WAR were eclipsing DRK and GNB in usage rates, so 7.1 they went in and did some bare-minimum balancing trying to remove pain points from each job.
    DRK had its Magic mits generalized, gained the ability to mit in lv 70 content, and got a massive buff to its sustain with 500 cure potency on Abyssal/Carve

    GNB has less obvious pain points, single down is basically all they had, so I'm guessing they landed on Superbolide for the other one just to fill out the patchnotes.
    It might as well just be Hallowed Ground + considering it can perfectly trigger Heart of Corrundum too.

    7.2 is very likely going to have a focus on WAR and GNB seeing as the top tanks in FRU were DRK and PLD.
    Oh yay warrior buffs... so great. Honestly Warrior 100% makes the most sense for buffs, but I'm bias against it at this point.

    I think Paladin Mostly did well because there was a section where paladin can cleave (correct me if I'm wrong i have not done the fight) Paladins Aoe/cleave damage is really good, Paladin outside of Fru is still a good pick but Gunbreaker will likely be the better pick for next savage tier without any sort of changes in the first place.
    (0)

  8. #18
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,517
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Oizen View Post
    I miss giving healers a heart attack or doing dumbshit like pressing it then right clicking the invuln to just instant die.
    Macro:
    /ac Superbolide
    /statusoff Superbolide
    /p A TEST OF YOUR REFLEXES!
    (1)

  9. #19
    Player
    Voryn's Avatar
    Join Date
    Aug 2023
    Posts
    166
    Character
    Voryn Thelas
    World
    Midgardsormr
    Main Class
    Gunbreaker Lv 100
    I agree with op that DRK was more fun it had more ogcds to press and that it feels less fun now, but I also feel the same way about GNB because of not having Rough Divide any more, and also our 2 minute burst now has Lionheart instead of up to three uses of Burst Strike + Hypervelocity. I like pressing buttons. That’s what got me to start playing these jobs (I started raiding in Endwalker, so don’t know the old DRK).

    I’m opposed to the idea of No Mercy being a stack system as well. Part of the fun of GNB is paying attention to make sure the burst window works. I liked how in 7.0 we could adjust where we used Sonic Break in the odd minute No Mercy. Right after pressing No Mercy we could use either Sonic Break or Solid Barrel to make sure we have exactly three carts before it’s time to do Double Down and Gnashing Fang. But that doesn’t need to be done any more, now that Double Down only costs one cart, the odd minute burst works regardless of whether we have two or three carts. The odd minute No Mercy window in 7.1 isn’t as fun to me as it was in 7.0, but I admittedly say this as someone who hasn’t done FRU yet so I don’t personally know how GNB feels in there.

    The changes to Sonic Break and then to Double Down have me thinking that there’s sometimes a problem situation, and if it’s seen as something that needs to be “fixed,” it’s more fun to be given a solution we can use if we pay attention, rather than changing the job to remove the situation entirely. GNB will inherently have “problems” with its carts when a raid does not give us full melee uptime, and having to deal with these makes the job more interesting to me. If I didn’t want to do this I’d play PLD, just like how if I didn’t want to press that many ogcds I’d play WAR instead of DRK.

    In theory a stack system where No Mercy buffs the next eight or nine gcds could be functionally similar (and depending on how it works out, be a thing that makes it flexible so we can solve problems rather than outright removing problems), but I think it’s not a good change because I feel it will make the job less fun. If it’s eight stacks then the people who like faster gcd speeds will get an option they enjoy just removed from the game. If it’s nine stacks then the people who use default gcd speed (like me) get a “dumbed down” job. This also takes away the small reward we get from pressing No Mercy, Burst Strike, and Hypervelocity at specific moments to sneak in another Hypervelocity under the No Mercy buff. That’s only a minor thing, but I enjoy having it.
    (3)
    Last edited by Voryn; 01-30-2025 at 04:01 AM. Reason: Grammar

  10. #20
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,455
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Rithy255 View Post
    Oh yay warrior buffs... so great. Honestly Warrior 100% makes the most sense for buffs, but I'm bias against it at this point.
    WAR sucking the first half of the expansion and getting buffed every single patch afterwards turning it into an OP monster is just tradition at this point.
    That said, I don't think it'll ever get a high pick rate in Ultimates. Its lack of damage reduction ends up being a huge hindrance, while its over-investment on Regen does not scale upward to high end content all that well. That and the Devs seem to design the game around Holmgang Cheese now.
    (1)

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