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  1. #1
    Player
    Domira's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    272
    Character
    Corvus Lament
    World
    Excalibur
    Main Class
    Dark Knight Lv 60

    Adrenaline skill balance

    Hey everyone.

    I'm sure everyone feels that comteor is overpowered, the cast time is very fast and its aoe. Compared to melee's single target skill which has a very slow cast time.

    Also, worth mentioning its easier for mages to refill their adrenaline since they are more than likely to get killing blows from aoe damage from their adrenaline skill and normal damage.

    Furthermore when you compare healer lb and tank lb, both are lacking in comparion. I think the solution is the take a approach like you would see in a fighting game like street fighter.

    For example, in street fighter 3 each character super move had a different size gauge that is relative to the amount of power it could dish out. In other words, the adrenaline gauge size should be changed to reflect the amount of power and efficiency it has.

    For example:

    * Tanks and Healers only require one adrenaline bar to use their skill
    * Melee dps only require two adrenaline bars to use their skill
    * Mages require three adrenaline bars to use their skill

    What this does is prevent the spam of cometeor and makes it more difficult to recharge. Likewise melee dps has it easier than mages, while tank and healers would be able to more frequently use their adrenaline since they are the weaker ones compared to the offensive adrenaline skills.

    So it will look like this:

    * Tanks and Healers have the most difficulty generating adrenaline but it only requires one bar to activate
    * Melee dps have a moderate difficulty generating adrenaline but it requires two bars to activate
    * Mages have the least difficulty generating adrenaline but it requires three bars to activate
    (3)
    Last edited by Domira; 01-27-2015 at 12:25 AM.