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  1. #1
    Player
    LoreChief's Avatar
    Join Date
    Apr 2015
    Posts
    65
    Character
    Arrietti Munition
    World
    Leviathan
    Main Class
    Sage Lv 90
    I believe I heard for Meditation the only QoL changes they were doing was something about the noise pollution issue - is that correct? I know what they stated as their intentions for TK in the live letter, but I can't help but think that its real application is to be used as an execute for trash... That said, if the times we'll be able to actually use it are so limited (3 stacks of GL, enemy is about to either die or go invuln, etc) - why does it even need a 60s cooldown is beyond me. Maybe 15s would make more sense, but ultimately it doesn't address the fact that it is very limited in use. If I had to come up with a solution for it, it would be that it has increased damage in order to make up for the fact that you may lose DPS on other moves in the interim. 500 seems to be a popular number for the tank class potency, maybe that would be enough.

    Not sure what to change about Meditation to be honest.. Its a strong opener, and the feedback I've seen on Purification is that the 300 TP is rarely needed where you wouldn't already have Invigorate which is stronger.

    As far as making FoF interactive, it really stems from the fact that I find a few issues to be very common in the mmo-sphere. WoW made a point of removing talents from their talent system that were simply number-increases for the sake of number increases. They are boring in design, and only serve to enhance skill bloat. When the next xpac comes out, they likely will not continue adding 5 skills at a time - at least not without pruning redundant, super-niche, or non-interactive skills first. A lot of classes have skills like FoF, where its just a toggle that doesn't change gameplay. Rather than wait for skill additions before something interesting happens or solves skill bloat, I think it would be a better idea to simply not implement or quickly remedy skills that don't contribute to gameplay. All of the fist stances are arguably dull in that they are either on or they are not, and they are only increasing or decreasing numbers (except FoW which I'm pretty sure is a placebo stance). Something added to them, much like the ROG poisons - would make them fun and add more utility - which is always a good thing.

    1IP is definitely not a very useful skill. Most of the beneficial affects I see enemies using don't even work with it, so its ambiguous in both inception and application. With that TP cost and the fact that it requires Raptor Stance, I think it could better serve as filling the role of a small-damage AoE with a possible heavy effect - at least that way we'd have a congruent AoE combo between Destroyer + 1IP + Rockbreaker.
    (0)

  2. #2
    Player
    Hakmatic's Avatar
    Join Date
    Feb 2014
    Posts
    320
    Character
    Hak Matic
    World
    Gilgamesh
    Main Class
    Pugilist Lv 60
    Nothing needs to change on the skills, but what does need to happen, is monk either needs their dps bumped up to where its higher than both the other melees, or we need more raid utility. They took our unique raid utility away and gave the other two more unique raid utility and their dps is even with ours if not better. Now if we add in trick and battle litany and disembowel they are higher in dps then monk. I dont care to be the lowest melee dps but dont give my int down to someone else when its the only thing we bring unique to the table. Right now its ok cause DRK is broken, but when that tank is viable , you are going run Nin/DRG because of the massive raid dps increase.
    (0)

  3. #3
    Player
    LoreChief's Avatar
    Join Date
    Apr 2015
    Posts
    65
    Character
    Arrietti Munition
    World
    Leviathan
    Main Class
    Sage Lv 90
    I don't think the max potential for DPS should be higher for any of the DPS classes. Skill should be what determines who does the most/least, not artificial constraints placed individually upon the classes. If we lack raid utility due to it being given away to someone else, than that is the issue that should be directly corrected.

    Mantra is still our raid utility is it not? 20% healing increase is nothing to sneeze at and I don't think other classes do that (they can do +5% if they cross it, but thats it).
    (0)

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