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  1. #1
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    [Suggestion] You win SE, MRD is not a DD

    I now submit to your vision and design of the MRD class SE.
    So i'm not going to beg for increased damage, or plead with you for a shorter delay time on our auto attack, or even challenge your decision to not give us the same amount of increased potency weapon skills that the other melee jobs have.

    No, I now concede that the MRD you have given us is just what it is.
    A High HP, AoE enmity magnet, that serves the party through their violent crowd control abilities.

    And to this end, I now request of you to make adjustments to the MRD so they are able to do what it is you have created them for. I think most players would agree, that they can't agree on what the MRD is for. And I believe the reason for that is currently the MRD doesn't possess a set of abilities that clearly define their role.

    Now before I proceed with my suggestions, it may very well be that you have purposely left the current classes open and variable so to leave the real defining roles to the upcoming jobs. But since that is currently out of the player's knowledge, I am forced to base my suggestions on the present playable content.
    _______________________________________________________________________________________

    MRD Suggested Ability Refinements

    1. Bloodbath
    Bloodbath should give HP back to the user for every mob that is hit.

    Justification: Because the MRD functions as a tank, crowd control, and AoE DD it makes sense that they would be able to get HP back from all the mobs that are taking their HP away from them.
    Precedent: Speed Surge, Life Surge, and Drain all function this way.

    2. Warmonger
    Reduce the recast time on Warmonger to 60 seconds.

    Justification: Warmonger is an AoE enmity ability that is class defining for MRD and should be readily available in every combat situation.
    Precedent: All users of shield skills are able to use War Drum every 30 seconds.

    3. Barbaric Yawp
    Currently broken, Barbaric Yawp should be an AoE stun with a recast of 60 seconds, MP cost 15.

    Justification: To further enhance the MRD's role of an AoE crowd controller.
    Precedent: CON has AoE Sleep for crowd control with a recast of 30 seconds, and LNC has Leg Sweep that stuns and deals damage in a wide frontal cone with a recast of 30 seconds.

    4. Skull Sunder II / Brutal Swing II
    These Tier II Weapon Skills should do cone aoe damage normally for only MRD, and while in Steadfast stance do AoE circle damage.

    Justification: At higher levels MRD is rewarded with readily available cone damage weapons skills, which can be changed to circle AoE damage in Steadfast stance to further their role as an AoE DD and get the mob's attention regardless of what side of the MRD they lie.
    Precedent: Your Axe becomes an extension of your body!


    Thank you for your consideration.
    (16)

  2. #2
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    Jul 2011
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    Barbaric Yawp seems so useless right now. I don't know if darkhold has any uses for it or not but so far I haven't found any outside of that. The risk of pulling adds usually makes it unattractive in most situations.
    (0)

  3. #3
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    Lienn's Avatar
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    Mar 2011
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    Character
    Lienn Deleene
    World
    Gungnir
    Main Class
    Alchemist Lv 50
    No, they didn't win! But we need people to not accept the "WAR wannabe" concept they erroneously used on MRD to have the class back on rails.

    If everyone just say "Heh, no problem...i'll play ARC now" it will stay as it is and the most fun class from original FFXIV will be lost for good! All MRDs need to raise their axes against the current basic attacks' recast!

    If you want to see a similar suggestion that was overlooked by them, check this: http://forum.square-enix.com/ffxiv/t...n-its-patterns

    Its an almost one year-old topic of mine, offering an overall improvement to the class in every aspect of it...these changes would've saved the class from the current pathetic state it is now, even though it was meant to the old battle system.

    Anyway...people cannot give up from MRD and cannot accept it being distorted just to fit FFXI melee standards. I swear you guys that all they need to do is to adjust heavy, broad and full swing recasts/action costs/restrictions or additional costs to have the class back on rails. Would take like 10~30 min of programming tops to have the class back to its own legs, where 1k TP isn't hard to get and where Maim isn't just a myth from drunk pirates' tales while they're drinking at Baderon's bar!

    Its up to the players accept this gimp, fat dude that barely can swing its axe without losing his breath or just saying no and asking back that AoE demon that can swing the axe with a storm fury do destroy hordes of enemies, all at same time! (lol it was almost...poetic!)
    (1)

  4. #4
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    Quote Originally Posted by Lienn View Post
    All MRDs need to raise their axes against the current basic attacks' recast!

    Raise your axe and like this post if you think MRD should be more of an offensive class.
    (9)

  5. #5
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    Jul 2011
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    I don't think tanking on MRD is very attractive to the people that pick it anyways. I may be wrong but I believe most people want to play it offensively.
    (4)

  6. #6
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    Quote Originally Posted by Holyomen View Post
    I now submit to your vision and design of the MRD class SE.
    Bow your head and like this post if you think MRD should be more of a tank/CC class.
    (5)

  7. #7
    Player
    Reika's Avatar
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    Mar 2011
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    Limsa Lominsa
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    Character
    Reika Shadowheart
    World
    Durandal
    Main Class
    Armorer Lv 80
    Agree to 1, 2, partially 3, not 4.

    for 3, Barbaric Yawp doesn't have any MP cost at all currently, and MRD's if you haven't notice, have the least amount of MP of the 3 melee classes. But the duration should be cut down far lower, to i would say 30 seconds, in order to be an effective interrupt skill, and be worth the AC.

    for 4, It is all about positioning. You could still blast every monster if you are in the right spot. also, MRD has 3 complete AOE skills already, Brandish/II, Storm's Path, and Iron Tempest, and they can always take Circle Slash/II and Aura pulse from Gladiator and Pugilist. If anything, it should take no more than 3 seconds of standing still to enter steadfast mode. In the new fights, there is a lot of movement going on. and they have still yet to fix the bug(?) where using a damage skill and it causes you to step forward, you lose steadfast.
    (0)
    Last edited by Reika; 08-09-2011 at 03:12 AM.

  8. #8
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    Quote Originally Posted by Reika View Post
    Agree to 1, 2, partially 3, not 4.

    for 3, Barbaric Yawp doesn't have any MP cost at all currently, and MRD's if you haven't notice, have the least amount of MP of the 3 melee classes. But the duration should be cut down far lower, to i would say 30 seconds, in order to be an effective interrupt skill, and be worth the AC.

    for 4, It is all about positioning. You could still blast every monster if you are in the right spot. also, MRD has 3 complete AOE skills already, Brandish/II, Storm's Path, and Iron Tempest, and they can always take Circle Slash/II and Aura pulse from Gladiator and Pugilist. If anything, it should take no more than 3 seconds of standing still to enter steadfast mode. In the new fights, there is a lot of movement going on. and they have still yet to fix the bug(?) where using a damage skill and it causes you to step forward, you lose steadfast.

    I would love a 30 sec AoE stun with no TP or MP costs, but I figured SE would see that as over powered.
    Not only can a stun stop a weapon skill and a spell if time correctly, but you could take a team of MRD down Darkhold and just AoE stun run their way to the finish. So I figured just reducing the recast from 2 mins to 1 min and a small MP cost would make it more palatable to the Dev team.

    However I'm not sure why you would criticize MP cost, then mention MRD having Iron Tempest as an AoE which costs 15 MP and not seeing the benefit of Skull Sunder being circle AoE in Steadfast with a 500 TP cost. Also, why mention Circle Slash and Aura Pulse when the goal is to have MRD with abilities to do their own job?

    Unless MRD is given a nice cone AoE like THM, circle AoE is the best to keep the crowd under control.
    (0)

  9. #9
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    Reika's Avatar
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    Reika Shadowheart
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    Durandal
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    Armorer Lv 80
    Quote Originally Posted by Holyomen View Post
    I would love a 30 sec AoE stun with no TP or MP costs, but I figured SE would see that as over powered.
    Not only can a stun stop a weapon skill and a spell if time correctly, but you could take a team of MRD down Darkhold and just AoE stun run their way to the finish. So I figured just reducing the recast from 2 mins to 1 min and a small MP cost would make it more palatable to the Dev team.

    However I'm not sure why you would criticize MP cost, then mention MRD having Iron Tempest as an AoE which costs 15 MP and not seeing the benefit of Skull Sunder being circle AoE in Steadfast with a 500 TP cost. Also, why mention Circle Slash and Aura Pulse when the goal is to have MRD with abilities to do their own job?

    Unless MRD is given a nice cone AoE like THM, circle AoE is the best to keep the crowd under control.
    It's the nature of the armory system. Have to pull abilities from almost all classes to be 'great'. Like how Marauder doesnt have their own damage buffs, but they can take them from Archer and Lancer. Same with Invigorate in order to get TP faster for those big attacks.

    And I am just saying you dont want to add more mp costs to a class with very low mp as it is. I've always felt skull sunder and brutal swing are fine as is, and steadfast needs to be applied faster. It would make them even better just with that change. It isnt like you will be able to use every tp move at one time anyways. Brandish, Iron Tempest, Circle Slash, and Aura Pulse all take 1000, and Storm's Path now takes 1500. Even if they make Brutal Swing and Skull sunder frontal cone all the time, there are already plenty of skills that are AOE all the time. By the time the If you have 3 1000 tp attacks, and you use them all at the same time, one of their 10 sec cooldowns will be up by the time you have enough TP to do another one. So it would be a waste of AC to have more than 3 AOE weapon skills on your action bar at one time.
    (0)
    Last edited by Reika; 08-09-2011 at 06:09 AM.

  10. #10
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    Aug 2011
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    I can see you put a lot of thought in to this.
    (0)

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