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  1. #10361
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    13,011
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Supersnow845 View Post
    Like my point is basically removing needing to actually farm the initial items as a solution to streamline the system is throwing the baby out with the bath water
    I haven't suggested removing mob grinds as related to being able to use actions, though???

    The first spitball suggestion was just to replace the inventory-consuming token-drops (2 stages removed from the actions) with non-inventory-consuming direct action drops that needn't therefore be 99 charges at a time.

    The second simply replaces farming integer inventory-consuming tokens (for items for a 99x charges set of Lost Actions) with farming granular non-inventory-consuming Essence that is then consumed on use of Lost actions (such that, say, a Lost Cure IV consumes more than a Lost Cure) and allows one to embed additional effects into said actions and passive benefit for oneself (greater customization) without item bloat. I.e., you still grind, but now there's a more obvious sense of progression to said grind as stronger skills consume more resource but stronger mobs also give more resource. (And you get extra customization, to boot.)

    Clarification: By "Essence", I don't mean the potions. I just mean a generic term for a granular resource:

    "Essence"-based mock-up, if a fuller fleshing-out were necessary:

    Different mobs and objectives reward different amounts of different Essences, which you junction to Lost Actions to source them (consuming said Essence) while receiving passive benefit based on the portion of junction covered by the given Essence (e.g., by slot weight of the actions you've junctioned it to or just the number of a limited amount of actions, or even by precise choice, whatever). Let's say there are 7 essences: Essence of the Veteran, Irregular, Beast, Templar, Watcher, Guardian, and Profane.
    • Veteran focuses on just accentuating one's core role and improving general sustainability (a bit more eHP, a bit more MP and HP generation).
    • Irregular focuses on flipping one's typical role partly on its head or offering powerful but infrequent cross-role actions.
    • Beast focuses on greedy sustained output with tight requirements.
    • Templar focuses on group coordination and boons, sometimes conditional to group actions.
    • Watcher focuses on quick access to suppression and utility-focused spot-support.
    • Guardian focuses on keeping others and self alive through active efforts.
    • Profane takes the "Irregular" vibe even further, going so far as to turn standard healing Lost Actions into vampiric heals, grant buffs that temporarily turn most heals into especially powerful attacks while healing from portions of normal attacks' damage dealt, etc.

    The more action weight slotted to the given essence, the more of its passive benefits you gain. (I'll let you imagine those out for yourself, in keeping with the themes above.)

    Now, let's apply those to a Lost Action. For instance, consider Raise:
    • Veteran: Raise
    • Irregular: Second Wind (instant, short-duration revive that does not inflict an extra bout of Weakness on death and does not require player confirmation)
    • Beast: Ceaseless Rage (you cannot fall below 20% HP; would-be fatal damage is instead taken in periodic ticks, accumulating, until dealing more than your HP in a single tick, at which point it finally counts against; heal for a portion of damage dealt, increased with missing HP, including the amount stored against you).
    • Templar: Collective Spirit (single-GCD cast; your party can prevent a single death by splitting the overkill damage + 20% of the would-be slain party member's health as a DoT over 6 seconds among everyone else; cannot be repeated within 60s).
    • Watcher: Deathward (single-GCD instant; prevent the next death within 15s on the given party member, restoring 20% HP and converting that and the overkill damage into a DoT over 6s; 3-charges, 60s recast)
    • Guardian: Transference (transfer all damage that would otherwise reduce target below 20% HP from target to self)
    • Profane: Sacrifice (offer an ally or self a chance to sacrifice self to raise another without Wounded status; if you die, you may still use this to request an ally to sacrifice themself for you).

    Or Rend:
    • Veteran: Rend Armor (increases target's damage taken)
    • Irregular: Pulverize (decreases all the target's resistances, including to damage [at half the effect of Rend Armor], and maximum speed)
    • Beast: Rend and Tear (your attacks debuff the enemy)
    • Templar: Dismantling (party's attacks increasingly debuff the enemy)
    • Watcher: Thwarting Blow (decreases the efficacy of enemy's attacks and defenses [at half the effect of Rend Armor])
    • Guardian: Limb Crush (greatly decreases the efficacy of enemy's attacks)
    • Profane: Blood Trade (increases target's damage taken; effect increased for your own party's attacks but party also takes some reflective damage when thereby benefiting).
    (0)
    Last edited by Shurrikhan; 02-08-2025 at 05:00 PM.

  2. #10362
    Player
    Supersnow845's Avatar
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    Aug 2021
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    Gridania
    Posts
    7,078
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Okay if you genuinly didn’t mean that then either I can’t read or your explanations could stand to be a little clearer (I’m probably just dumb) because to me when I say “I think we shouldn’t remove the item grinds” and then a reply talks about about item and system bloat it strongly sounds like their solution to said bloat is to remove it

    I’ll happily take the L but like I said even on a second read the actual intention behind a lot of your posts, including your first comment are not very clear at all to me. Sorry if I was arguing a point you didn’t make

    If your point is “bozja’s systems are fine but they don’t need the inventory bloat the fragments cause” then that’s a point I agree with as long as the system that generates actions is still finite and allows things to be traded, even if that “thing” is just a number in a menu
    (0)
    Last edited by Supersnow845; 02-08-2025 at 04:58 PM.
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  3. #10363
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    If I were suggesting a removal of mob grind, I'd have referred to it as such. When I say "system bloat", that would refer to system issues whereby the way we are permitted to do things requires more time or steps by way of interface than is necessary for the given affordences (e.g., 3 menus, wait through menu-cast, move here to access ability to manipulate your own pseudo-inventory, move clunk to clunk, etc.). And when I say item bloat, I mean items taking more inventory slots than they would need to in otherwise identically affording the same incentives and customizability. Neither of those latter things have anything to do with killing or not killing mobs.

    But fair enough; I'm sure I could have put more about what my suggestions expressly were not and/or saved typing for less tired hours. And responding specifically to the "fun specifically because it's grind-gated" warrant (as I largely disagree with it, but that's separate from my suggestions / neither here nor there) probably did no favors.
    (1)
    Last edited by Shurrikhan; 02-09-2025 at 02:53 AM.

  4. #10364
    Player
    Maltothoris's Avatar
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    Jul 2015
    Posts
    768
    Character
    Malto Thoris
    World
    Behemoth
    Main Class
    White Mage Lv 100
    Well, the only thing we can hope for at this point is that the phantom jobs for support actually have good traits ans abilities because otherwise, it would just be the offensive ones that will get picked the most. From the looks of it, phantom brd is getting their own version of expedient in it. However, it makes you wonder what the healing phantom jobs would bring.
    (1)

  5. #10365
    Player
    Kes13a's Avatar
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    May 2020
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    Gridania
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    2,850
    Character
    Etherea Stormaire
    World
    Zalera
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Maltothoris View Post
    Well, the only thing we can hope for at this point is that the phantom jobs for support actually have good traits ans abilities because otherwise, it would just be the offensive ones that will get picked the most. From the looks of it, phantom brd is getting their own version of expedient in it. However, it makes you wonder what the healing phantom jobs would bring.
    heavy on the "phantom" aspect and very light on the substance side I would guess. I mean, I doubt the developers even consider healing a job any more... phantom or otherwise
    (0)
    #FFXIVHEALERSTRIKE

  6. #10366
    Player
    TheDustyOne's Avatar
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    Nov 2021
    Posts
    675
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    Part of me wants them to go completely nuts with the jobs in the new exploration zone and redesign them with unique kits. I feel like you could make phantom jobs more impactful in the process if the jobs themselves had more unique kits and utility rather than feeling like reskins of the same role. I know it ain't happening, but that would be one way to go about experimenting with job design ideas rather than hoping they don't screw us over every patch or expansion.
    (1)

  7. #10367
    Player
    Maltothoris's Avatar
    Join Date
    Jul 2015
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    768
    Character
    Malto Thoris
    World
    Behemoth
    Main Class
    White Mage Lv 100
    Well in an effort to make sure this stays front page, you have to wonder if they are going to introduce more healers at now when consider the following,

    So presumably speaking, if this follows the same trend and trends are something this team follows to a z, the next expansion will have a tank and a dps (most likely phys ranged to make it 4.) Then the next expansion would be healer and dps. However, it will be a pure healer or a shield healer? Either scenario would lead to at least 7 years of waiting for the other to get added assuming they follow the same pattern again and with the longer patches, one side of the healers won't be getting anything.
    (0)

  8. #10368
    Player
    Supersnow845's Avatar
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    Aug 2021
    Location
    Gridania
    Posts
    7,078
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    They are in a lost lose situation regardless because unless they do a ground up rework of content/healers or both then regen healers continue to be useless and a new regen healer will just compete with AST’s limited audience for the spot of “non WHM regen healer” since WHM’s population never changes but they’ve also shown they have no idea how to make a shield healer since SGE is just SCH’s belated 5.0 rework they dumpstered when 2 chan lost its shit at them deleting energy drain in 5.0
    (1)
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  9. #10369
    Player
    Kes13a's Avatar
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    May 2020
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    Gridania
    Posts
    2,850
    Character
    Etherea Stormaire
    World
    Zalera
    Main Class
    White Mage Lv 100
    for the love of all the gods... and the vaunted 12.. no more jobs of any kind.

    if they cannot fix the mess the have for themselves now.. why add more garbage to the pile.

    FIX teh jobs they have.. then they can add more.
    (1)
    #FFXIVHEALERSTRIKE

  10. #10370
    Player
    OliviaLugria's Avatar
    Join Date
    Jan 2024
    Posts
    487
    Character
    Olivia Lugria
    World
    Sargatanas
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Maltothoris View Post
    Well in an effort to make sure this stays front page, you have to wonder if they are going to introduce more healers at now when consider the following,

    So presumably speaking, if this follows the same trend and trends are something this team follows to a z, the next expansion will have a tank and a dps (most likely phys ranged to make it 4.) Then the next expansion would be healer and dps. However, it will be a pure healer or a shield healer? Either scenario would lead to at least 7 years of waiting for the other to get added assuming they follow the same pattern again and with the longer patches, one side of the healers won't be getting anything.
    What’s the point of adding new ones when they’re already all the same >.>
    (2)

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