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  1. #16
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,340
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Ajisaii View Post
    I want what you're smoking. Drakesbane is the worst weaponskill in the entire game, it's slow, it takes way too long to apply the damage so you have a good chance to miss it if its your final gcd before a boss jumps away like bahamut in ucob and garuda in uwu who loves jumping. It also feels terrible to use there's no impact to it you might as well be hitting the boss with a wet noodle.
    I wouldn't say it's the worst, that honour goes straight to Storm's Path (it's literally 3 autoattack animations stapled together).

    In fact, in terms of 'what your player model does', my top 10 worst animation nominations would be:

    1: Storm's Path
    2: Medica 3 (the bug is still there)
    3/4: Chaotic Spring/Heaven's Thrust (they're kinda equally awful)
    5: Sepulchre (the PLD Atonement combo move)
    6/7: Scarlet Delirium/Comeuppance (they end so abruptly, it's like they forgot to make part of the animation)
    8: Ikishoten ('I have the power of god and anime on my side')
    9: Shadow of Death (why am I hitting the enemy with the handle of the scythe)
    10: Drakesbane probably goes around here, tied with a couple other garbage animations like Leaping Opo/Pouncing Coeurl for MNK, and Raiju for NIN (how do you take Chidori and make it look so... weird)

    But since it's visual aesthetics related, it's all subjective anyway. Special shoutout to Pouncing Coeurl on MNK though, for having that atrocious MGM lion roar every time you use it. Pretty impressive for an action to look bad but also sound bad

    Quote Originally Posted by ty_taurus View Post
    The main purpose of the thread is to emphasize that job design has been in a very poor state, Dawntrail has only continued to break the trust of players who care about job design, and we want to know if these vague talks of job identity in 8.0 will do anything to course correct from this runaway train of oversimplification.

    I think a live letter around 7.3 where Yoshi P can elaborate on what he and the designers see as the identity of each job and a rough idea of how they plan to fix each job would be huge
    I do worry that 7.3 will be a massive downturn in player count, even compared to what we've seen thus far. These simplified Job designs are meant to allow for the encounters to be 'the source of the complexity', but said complexity source (Savage/Ultimate) won't be in next patch. It'll just be the usual, 24man and an EX trial, unless they give us another Forked Tower (which would be a bit odd to pull out so soon after the previous one IMO). So we'll be going another 4 months before getting content that the Job kits are actually designed around, which might be too long for a lot more players
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    Last edited by ForsakenRoe; 07-08-2025 at 10:02 PM.