
i was misremembering, my bad.How so? You use buffs at the beginning of the fight with Reload. 45 seconds pass and you use Reload again. Another 45 seconds pass (a total of a minute and a half) and you've got Blood for Blood, Hawk's Eye, Rapid Fire and Wildfire all ready to go with Reload. This change would basically ensure you'd have Reload up for Wildfire. Even Raging Strikes would line up every 4th reload. The only one that would actually be out of alignment would be Hypercharge.

Revert the cross-classed Blood for Blood nerf from 2.X. Give us back 20% Dmg increase

If this happens, you also need to remove the potency on fluid aura and repelling shot. Why repelling shot, since it doesn't knock enemies back? Because now you've given bard a very slight DPS edge. Fair is fair, after all.It's been stated that 3.05 will be a big balance sweep, so please submit all your balance requests here with stated reasons... list the Job as a header in Bold, pleasefeel free to use my format for uniformity if you wish
MACHINIST
Blank - remove potency
Reason: less incentive to utilize it to enhance DPS (healthier gameplay, less frustration)
The potency is pretty well returned through the addition of more ammunition (not 1:1 but you also have to factor in the guaranteed proc's that result from the increased ammo)... and it goes without saying that some number balancing may be in order in lieu of adjustments.
If potency were compensated elsewhere, I'd suggest very minor increases spread about MCH's 1-2-3 (slightly more impact for Cleaner Shot, in particular).
Last edited by PlumpyMcduff; 07-15-2015 at 04:26 AM.
BLM :
+2 seconds to astral fire
Thundercloud procs add 3 seconds to astral fire and enochian
Allow us to finish fire IV/Blizzard IV cast if enochian run out midcast.
Disclaimer: these are 'bigger' changes, they of course merit additional tuning elsewhere... these don't necessarily need implementation nor to be expedited if chosen, but they'd be nice to have in general.
GENERAL GAMEPLAY
DoT's not breaking combo's
Reason: this' too punishing with varied levels of skill/speed-speed, certain damage-buff abilities (e.g. Heavy Thrust) breaking combo's are sufficient on their own
Melee's Ranged Abilities not breaking combo's (e.g. Shield Lob)
Reason: skillful execution of these abilities should be incentivized, not punished (ex. weaving them in when avoiding aoe's)

this right here is THE biggest thing i want. Gauss Round's animation is fail, and it really should be much better. Rend Mind on the other hand's animation/sound effect are so good i use it on cooldown regardless of whether or not the boss is doing magic damage xP. i feel like those two should just swap animations... it actually feels like they already did once in development, Gauss Round's icon shows a MCH crouching down like in the rend mind animation.
Last edited by Stormsoul; 07-15-2015 at 09:46 AM.
Agreed.this right here is THE biggest thing i want. Gauss Round's animation is fail, and it really should be much better. Rend Mind on the other hand's animation/sound effect are so good i use it on cooldown regardless of whether or not the boss is doing magic damage xP. i feel like those two should just swap animations... it actually feels like they already did once in development, Gauss Round's icon shows a MCH crouching down like in the rend mind animation.
It's like a main CD ability too... still looks like cr**.
Pfft alot of MCH animations look terrible compared to every other class, even wildfire sucks.


I mentioned this once before in another thread. Gauss round really lacks the punch I thought it would. Head graze has much more heft to it.this right here is THE biggest thing i want. Gauss Round's animation is fail, and it really should be much better. Rend Mind on the other hand's animation/sound effect are so good i use it on cooldown regardless of whether or not the boss is doing magic damage xP. i feel like those two should just swap animations... it actually feels like they already did once in development, Gauss Round's icon shows a MCH crouching down like in the rend mind animation.
Change Ricochet to have a similar formula as Flare or Holy...it's frustrating to use it on dungeon runs where it always deals 200 potency for a 1 minute cooldown. 100+200 on a single target? Good! 100 and 50 on all the mobs in a pack pull? What.
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