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  1. #1
    Player
    Grey_Cain's Avatar
    Join Date
    Oct 2011
    Posts
    426
    Character
    Cara Verant
    World
    Ultros
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Arcsol93 View Post
    Seriously just trash the carbuncles and egi's and put in actual summons. Having a class centered around just carbuncles wouldn't even be a summoner class anymore, there would be no diversity besides different colors which would be a let down. No, put in the actual summons, and completely redo the system from scratch. Separate the SCH and SMN classes, and let the SCH keep the original system. Make the Machinist the actual DoT dealer and have the SMN focus on something else entirely.
    No. SCH needs to be separated from Arcanist so they can get more healz. SMN just needs full-sized Summons so big they block everyone's view of the battle. >_> Heck, you could still take away all of the dots from ACN/SMN and just have them do attacks through their pet alone (and give pets other abilities on and off the GCD to make up for it).
    (3)
    Last edited by Grey_Cain; 03-06-2015 at 09:11 AM.

  2. #2
    Player
    Arcsol93's Avatar
    Join Date
    Jun 2014
    Posts
    117
    Character
    Brianna Blackburne
    World
    Behemoth
    Main Class
    Pugilist Lv 80
    Quote Originally Posted by Grey_Cain View Post
    No. SCH needs to be separated from Arcanist so they can get more healz. SMN just needs full-sized Summons so big they block everyone's view of the battle. >_> Heck, you could still take away all of the dots from ACN/SMN and just have them do attacks through their pet alone (and give pets other abilities on and off the GCD to make up for it).
    This I can agree with. As long as neither have DoTs and are put onto a separate class entirely, the Summons are completely obnoxious and badass like they should be, and the carbuncles wiped from existence. Sadly we know that won't happen, the SMN is in need of a major fix, and I just don't see how they could do it without changing the entire job altogether.

    Honestly I think it would be pretty cool to actually change to the perspective of the pet after summoning and fight through it as an alternate method for using the SMN class.
    (0)
    Last edited by Arcsol93; 03-06-2015 at 10:44 AM.

  3. #3
    Player
    Bishop81's Avatar
    Join Date
    Nov 2014
    Posts
    806
    Character
    Eldon Pierce
    World
    Behemoth
    Main Class
    Summoner Lv 60
    Quote Originally Posted by myahele View Post
    SMN will no longer have battle rez. They'll get rid of egis and replace them with different colored carbuncles
    I would settle for having the option to use "differently colored carbuncles".

    It's not such a crazy idea, just that it is in the context of FFXIV since getting SE to make any kind of change - no matter how trivial - is like trying to squeeze blood from stone.
    (0)

  4. #4
    Player
    Donjo's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    980
    Character
    A'lyhhia Tahz
    World
    Lamia
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Pterois View Post
    The kinda of people who benefit largely off wearing cross class accessories are the kinda of people who study (or at least read a little) about the full implications of wearing such gear. Start examining obvious end-game raiders (people who at the moment are wearing FCOB gear) and you will notice that for the most part the gear was created by the same person... which you could also assume they melded it as well... not just willy nilly putz'ing about on the MB and buying all the things cuz their rich... and then max melding them with vit I materia lol. But scaling the RIDICULOUS masterbook II wall and them pushing that gear to its highest level to reach caps.

    Everything you said about these accessories (and even stuff about stats in general) is completely wrong. The people who equip this stuff know exactly which one they should be wearing how to maximize its full potential through melds. Even if you don't use it for that purpose, and want to use it how it was intended then its pretty clear that the tank should wear fending, blm caster, whm healing... And if you are to stupid to figure out anything i just said then you have no place at end game accessories and REALLY hope they dont start designing this game towards them.

    edit: oh and making meld's even more of a gil sink (no 100% spot) would not stop people form doing exactly whats being done already... just piss em off because you dangled that spot in front of them then took it away.
    There is, in fact, a severe imbalance existing within the game. SE royally screwed up, mostly with encounter design admittedly but with stats in one major area: most jobs have their main stat and their damage stat being exactly the same. Therefore, maximum potential is achieved mostly by maximizing this one stat. Tanks, however, are the odd duck. Their main stat is Vitality but their damage stat is Strength. This alone, though, wouldn't cause the huge problems we're currently experiencing with what is known as the "aggressive tank". All of the following things make it the case that for Tanks and Tanks alone, one cannot unambiguously reach a maximum potential while maxing their main stat.

    1. The main stat and damage stat are different.
    2. Crafted Accessories allow primary stats(STR, DEX, etc.) to be melded to them in enormous amounts(in relation to their benefit to the character in comparison to the secondaries), which allows Tanks to benefit most from them.
    3. Encounters at the endgame are simply not doing enough damage to Tanks, thus allowing them to trade a disproportionate amount of their main stat for Strength. This is further compounded by the fact that many of them are, at these levels of hp, tanking the bosses outside of their tank stance for 90% of the battle. But, that particular diddle is caused by...
    4. Single Hit Tank Busters are such an awful way to make an encounter "difficult". They directly propagate the logic of "if I can survive this one hit every time, I have enough HP". SE has already shown they can move past this kind of mechanic by providing examples of both multi-hit tank busters(Bahamut's Claw, Sword Dance, etc.) and encounters without busters but high constant damage(Shiva EX). The single hit buster should be eliminated entirely. Additionally, every single buster in the game should be physical damage. This would make encounters more dynamic and somewhat less formulaic in addition to making parry and block procs more useful.

    SE didn't anticipate just how powerful crafted gear was going to become. When people can craft together things on day one of the existence of a raid and meld them to be explicitly better than the stuff the new raid gives, there's a problem with the intended speed of gear progression. Tanks wielding accessories with both STR and VIT on them are the most profited by all of this, which is why I directly targeted them so much in my suggested changes.

    -Accessories are class locked: Tanks can't wear Slaying accessories anymore
    -Main Stat materia is nerfed + no guaranteed slot on accessories: You're right; people will still try to do this anyway. But, they'll literally cry trying and be able to do nothing but max that other main stat, if there is enough room in the first place for it.
    -Vitality determines Tank Damage: Now Tanks are in the same boat as everyone else; maxing the main stat = maximum potential in both mitigation and damage.
    -Unmitigated attacks instakill: Stops tanking outside of tank stances. Buuut, this one is probably overkill considering the change above, unless bosses start doing enough damage to really need the extra mitigation.

    Now, switching damage from Strength to Vitality for Tanks would solve the problem alone. Now they have to use the gear assigned to them like everyone else. It, however, is the "easy" solution. The alternate solution is "if Tanks can have two primary stats that are so important to them, why can't everyone else?", but that opens the can of worms known as "balance". I'd love to try and suss out possibilities for this as it could make gearing very interesting.
    (0)

  5. #5
    Player
    Giantbane's Avatar
    Join Date
    Aug 2013
    Posts
    1,534
    Character
    Adol Giantbane
    World
    Ultros
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Donjo View Post
    There is, in fact, a severe imbalance existing within the game. SE royally screwed up, mostly with encounter design admittedly but with stats in one major area: most jobs have their main stat and their damage stat being exactly the same. Therefore, maximum potential is achieved mostly by maximizing this one stat. Tanks, however, are the odd duck. Their main stat is Vitality but their damage stat is Strength. This alone, though, wouldn't cause the huge problems we're currently experiencing with what is known as the "aggressive tank". All of the following things make it the case that for Tanks and Tanks alone, one cannot unambiguously reach a maximum potential while maxing their main stat.

    1. The main stat and damage stat are different.
    2. Crafted Accessories allow primary stats(STR, DEX, etc.) to be melded to them in enormous amounts(in relation to their benefit to the character in comparison to the secondaries), which allows Tanks to benefit most from them.
    3. Encounters at the endgame are simply not doing enough damage to Tanks, thus allowing them to trade a disproportionate amount of their main stat for Strength. This is further compounded by the fact that many of them are, at these levels of hp, tanking the bosses outside of their tank stance for 90% of the battle. But, that particular diddle is caused by...
    4. Single Hit Tank Busters are such an awful way to make an encounter "difficult". They directly propagate the logic of "if I can survive this one hit every time, I have enough HP". SE has already shown they can move past this kind of mechanic by providing examples of both multi-hit tank busters(Bahamut's Claw, Sword Dance, etc.) and encounters without busters but high constant damage(Shiva EX). The single hit buster should be eliminated entirely. Additionally, every single buster in the game should be physical damage. This would make encounters more dynamic and somewhat less formulaic in addition to making parry and block procs more useful.

    SE didn't anticipate just how powerful crafted gear was going to become. When people can craft together things on day one of the existence of a raid and meld them to be explicitly better than the stuff the new raid gives, there's a problem with the intended speed of gear progression. Tanks wielding accessories with both STR and VIT on them are the most profited by all of this, which is why I directly targeted them so much in my suggested changes.

    -Accessories are class locked: Tanks can't wear Slaying accessories anymore
    -Main Stat materia is nerfed + no guaranteed slot on accessories: You're right; people will still try to do this anyway. But, they'll literally cry trying and be able to do nothing but max that other main stat, if there is enough room in the first place for it.
    -Vitality determines Tank Damage: Now Tanks are in the same boat as everyone else; maxing the main stat = maximum potential in both mitigation and damage.
    -Unmitigated attacks instakill: Stops tanking outside of tank stances. Buuut, this one is probably overkill considering the change above, unless bosses start doing enough damage to really need the extra mitigation.

    Now, switching damage from Strength to Vitality for Tanks would solve the problem alone. Now they have to use the gear assigned to them like everyone else. It, however, is the "easy" solution. The alternate solution is "if Tanks can have two primary stats that are so important to them, why can't everyone else?", but that opens the can of worms known as "balance". I'd love to try and suss out possibilities for this as it could make gearing very interesting.
    Oh, you were SERIOUS about those accessories changes and weren't just proposing CRAZY things that SE might do to piss off their players.

    Those changes to accessories are AWFUL

    GOD

    F)*#$@#$

    AWFUL

    (i'm sorry if that's a little harsh, but seriously, I cannot emphasize how much I do not like these changes)

    All it does is serve to take an already terrible overmelding system (that's only benefit is that it's less terrible than the 1.0 overmelding system, but it still sucks) and make it worse by removing guaranteed slots. They've already nerfed the crafted accessories by taking a secondary stat off them, if anything they should add in a 2nd guaranteed slot to the accessories now that they've been nerfed. For better or worse, these accessories are now designed and balanced around being max melded, so it only makes sense to ease the very frustrating and unfun aspect of getting there. Making the accessories more random and frustrating to meld is absolutely no way to fix the problem at all.

    Seriously, the whole stat system and how it relates to materia is screwy. Elemental materia are completely pointless. Main stat materia are ONLY good on accessories (and really, only STR/VIT have much if any purpose, DEX/MND/INT are borderline useless too), and you pretty much want to kill that off.
    (1)

  6. #6
    Player
    DoctorPepper's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominza
    Posts
    922
    Character
    Doctor Pepper
    World
    Cactuar
    Main Class
    Samurai Lv 70
    Personally would love to see them add unique stats/abilities to hard to obtain gear. Would also love it if they expanded the cross class system so that you can always pick the available abilities from every class so that we can make some hybrid jobs instead of everybody being the exact same.
    (0)

  7. #7
    Player
    Inuk9's Avatar
    Join Date
    Feb 2014
    Posts
    566
    Character
    Cacho'rro Dos'ventos
    World
    Behemoth
    Main Class
    Machinist Lv 80
    we need more "WOW THAT'S SO COOL" abilities. Like WHM Holy or BLM Flare. Like I said, MNK needs a single target super damage and high cooldown ability with a lot of punish (like stop TP regen for 20 seconds or something). A super punch or something would be cool.
    (0)

  8. #8
    Player
    Ketch's Avatar
    Join Date
    Mar 2011
    Posts
    75
    Character
    Joxer Themighty
    World
    Adamantoise
    Main Class
    Armorer Lv 53
    What I want?

    For the new race to also coincide with a new beginning nation. And that nation also having access to a new housing ward area.
    (0)

  9. #9
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,616
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    SMN and SCH will lv from 50-60 separately. That's my guess on a "crazy game change" lol.
    (2)

  10. #10
    Player
    Karen_Cerfrumos's Avatar
    Join Date
    May 2014
    Posts
    176
    Character
    Rera Kando
    World
    Cerberus
    Main Class
    Ninja Lv 90
    Is this a spot-a-person-who-doesn't-really-raid thread?
    Awful, awful ideas.

    Crafted gear isn't superior to the top tome/raid gear available. The fact that it allows to progress faster however is a good thing. It allows players even if unintentionally to find unconventional ways to tackle content, overcome it through the use of mechanics outside of the actual battling. This makes the game feel whole. If you want all balance all the time might as well remove all the gear and preset all the stats. That's gonna be fun.

    Scholars and White Mages are NOT gonna be on equal ground if you gimp the fairy through Cleric Stance because White Mages have Regen. Also Scholars tend to DPS more not only because of the fairy but because they have easier ways to restore MP and a super useful tool called Lustrate.
    (Also no, it doesn't matter if you summon the fairy while in Cleric Stance, her stats aren't altered)

    Two-tanking is already properly enforced in FCOB, very creatively, by multiple mechanics. There's no need for every enemy move to be a tankbuster.

    Nobody likes to fight trash. Especially not when the raid goes on farm. The content is built around the idea of repeatability and pretending trash is anything but a minute obstacle is just gonna get on people's nerves. Trash right now is used to wake people up for the raid essentially and that's a pretty good use.
    (0)

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