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  1. #1
    Player
    ETermin's Avatar
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    Oct 2018
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    Character
    Eleil Pareili
    World
    Gilgamesh
    Main Class
    Black Mage Lv 100
    As for making bosses immune to certain debuffs, that just locks jobs from fights in a game where the dev team has explicitly said the do not want jobs locked out of fights. Every job has to be able to clear everything and imposing a restriction on a job does not help.
    Since debuffs are damage received based, it is not locking jobs out of fights, it adjusts how the fight has to be approached from an optimization standpoint. None of this locks a class on a fight, it incentivizes optimization based gameplay, something that is sorely missing right now.
    (0)

  2. #2
    Player
    Carighan's Avatar
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    Apr 2018
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    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by ETermin View Post
    Since debuffs are damage received based, it is not locking jobs out of fights, it adjusts how the fight has to be approached from an optimization standpoint. None of this locks a class on a fight, it incentivizes optimization based gameplay, something that is sorely missing right now.
    You are new to MMORPGs as a genre, yes? As in, you have no experience how this factually locks out classes from a fight because you have just never had the experience, yes?

    Also some interesting individual observations:

    * Your Red Mage idea just has 1 optimal solution. Without numbers it's impossible to say whether it is to keep Black > White or keep them balanced, but it'll be one of those two. Since Verflare gives black mana, I suspect it'll be that one, but I can't know without numbers, either way there's no actual player choice involved, it's just a static solution.
    * Summoner is more interesting, but only the Titan part. The other two are irrelevant, as you cycle them anyways. There could be a marginal optimization akin to intentionally mis-using your melee combo on RDM because you could do a late Ifrit to get below whatever the threshhold is one cycle, and another early one right before the boss dies. Over the whole time of a fight though, utterly doesn't matter. All three would need to have non-damage effects like Titan for some player agency to evolve (the same is true for the RDM thing, make all three non-damage-related to make them matter as a choice).
    * The Dancer changes seem illogical. Esprit is already an unreliable gain, so no need to give a bonus based on a randomized combo. Plus you can already overcap it easily in some situations, again, no need. The Flourish change sounds weird, because that's just a flat boost then as yeah, that's how you use it. Devilment goes against the whole idea of Dancer. Tilana again seems to indicate you don't play Dancer or aren't aware how the job works.
    * You also write ideas for the PRanged jobs, then your individual per-job ideas don't actually reflect those ideas any more.
    * You also don't play Reaper, I take it? Because eh... you might want to go into Shroud on one. You'll be surprised. >.>

    I could go on, but eh... anyway there's some individually neat ideas in there, but also a ton of bewildering ones, and a whole host that either don't reflect the current design of jobs (as in, that's just not how stuff works), or that already work the way you want them to.
    (2)
    Last edited by Carighan; 03-22-2025 at 07:15 AM.

  3. #3
    Player
    ETermin's Avatar
    Join Date
    Oct 2018
    Posts
    34
    Character
    Eleil Pareili
    World
    Gilgamesh
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Carighan View Post
    * Your Red Mage idea just has 1 optimal solution. Without numbers it's impossible to say whether it is to keep Black > White or keep them balanced, but it'll be one of those two. Since Verflare gives black mana, I suspect it'll be that one, but I can't know without numbers, either way there's no actual player choice involved, it's just a static solution.
    The idea was to give RDM a little more flexibility in their rotation by switching between +10 black and incentivize having a clean rotation for the +10% damage. The player would be alternating between the two. The HoT effect is not ideal, and thats the point. The hope was to reward having a clean rotation for higher end gameplay.

    * Summoner is more interesting, but only the Titan part.
    I didnt have a lot of ideas for SMN due to how simplified its become over the expansions. This is the best i really could come up with.

    * The Dancer changes seem illogical. Esprit is already an unreliable gain, so no need to give a bonus based on a randomized combo. Plus you can already overcap it easily in some situations, again, no need. The Flourish change sounds weird, because that's just a flat boost then as yeah, that's how you use it. Devilment goes against the whole idea of Dancer. Tilana again seems to indicate you don't play Dancer or aren't aware how the job works.
    The goal was to make capping espirit in the opener more guaranteed to reduce the amount of RNG.

    Flourish, last i remember was it being used in the opener or right after, by granting the +5s duration to Technical finish it was to promote keeping it aligned with TF.

    Devilment - The core of devilment would stay the same where it grants one person +20%/+20%, the rest of the party would gain +2% crit making it a slight party buff

    * You also write ideas for the PRanged jobs, then your individual per-job ideas don't actually reflect those ideas any more.
    Dancer - yea i guess its not really reactive, increasing utility seems good.
    BRD - Songs were really weak on brd last i remember, the goal was to increase dps via performing songs efficiently and increase their effectiveness
    MCH - Yea its kind of a total rework that would bring back the cast bar for higher dps, but I wanted to leave it accessible as a non-castbar job

    * You also don't play Reaper, I take it? Because eh... you might want to go into Shroud on one. You'll be surprised. >.>
    I havent played reaper into the higher levels. I was going off the complaints that I was hearing.
    (0)

  4. #4
    Player
    Carighan's Avatar
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    Apr 2018
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    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by ETermin View Post
    The goal was to make capping espirit in the opener more guaranteed to reduce the amount of RNG.
    Why?

    Quote Originally Posted by ETermin View Post
    Flourish, last i remember was it being used in the opener or right after, by granting the +5s duration to Technical finish it was to promote keeping it aligned with TF.
    Yes, it's used in the opener. But it also yes, is kept alighted with TF. Have you ever played Dancer? Genuine question? You seem not to, you seem to genuinely be unaware how the job works or is played.

    Quote Originally Posted by ETermin View Post
    Devilment - The core of devilment would stay the same where it grants one person +20%/+20%, the rest of the party would gain +2% crit making it a slight party buff
    Why?
    (2)

  5. #5
    Player
    ETermin's Avatar
    Join Date
    Oct 2018
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    34
    Character
    Eleil Pareili
    World
    Gilgamesh
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Carighan View Post
    Why?



    Yes, it's used in the opener. But it also yes, is kept alighted with TF. Have you ever played Dancer? Genuine question? You seem not to, you seem to genuinely be unaware how the job works or is played.



    Why?
    1. To ensure that DNC has a more consistent opener and is able to use saber dance more consistently.

    2. Yes I have. I also know how easy it is for things to drift.

    3. With the buffs to BRD dnc would need a slight party buff.
    (0)

  6. #6
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
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    1,478
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by ETermin View Post
    1. To ensure that DNC has a more consistent opener and is able to use saber dance more consistently.
    That is very much the status quo, hence the "why?". Let me repeat: Why?

    Quote Originally Posted by ETermin View Post
    2. Yes I have. I also know how easy it is for things to drift.
    Yes, a lack of drift-resistance exists. If you compare jobs with built-in drift resistance or even recovery vs those without, you'll notice a pattern emerging. Suffice to say, if you were to change this on Dancer you'd a) not change it on Flourish as that's really not the thing to be worried about in regards to drifting and b) open a fascinating can of worms. More so against the background of Black Mages just tomorrow getting their failure states removed.

    Quote Originally Posted by ETermin View Post
    3. With the buffs to BRD dnc would need a slight party buff.
    Why? As every time, you seem to either not know the job(s) involved at all, or misunderstand them gravely. Importantly, "Why" in regards to needing a party buff, which I thought was obvious. Apologies.
    (1)