


And in that context would you still compare it to smn/ast/drg?
When in doubt, assume sarcasm
Compared to SAM/ AST/ DRG- a simple fix that does not sacrifice the play style is remove cast times and cut pot. That can be done in a hot fix.
Brads and MCH already lose dps potential when they use their support skills- as a whole most are cool with that. I think that alone doesn't make support dps overpowered.
I don't have the data but other have said even with gu and wm - brads n MCH are behind in dps. Which I' m ok with just not the sacrifice in play style.



That would be way more complicated than a hotfix. 3.0 brd is balanced around wm and its corresponding moves. It's extremely dishonest to just say "remove cast times and cut potency."Compared to SAM/ AST/ DRG- a simple fix that does not sacrifice the play style is remove cast times and cut pot. That can be done in a hot fix.
Brads and MCH already lose dps potential when they use their support skills- as a whole most are cool with that. I think that alone doesn't make support dps overpowered.
I don't have the data but other have said even with gu and wm - brads n MCH are behind in dps. Which I' m ok with just not the sacrifice in play style.
When in doubt, assume sarcasm


You don't even notice the cast times on machinist for the most part since you skip them entirely if you proc. Poor bards though~

Please redesign any cast times post-50 to reflect the play style of BRD originally as it was meant to be. I agree with the OP: this is a matter of play style. Keep bard a physical and mobile DPS with consistent but fast-paced damage please.
I feel it's important to point out that since 2.0, BRD has seen so many dev tweaks that it's got a permanent identity crisis. This has only made it worse. If you want to create a sniper-style, aiming technique in which we have to pause as a part of the job's role, that's fine, but make it represent physical+ranged+melee and get rid of this quirky casting dynamic. Even Ninja with their mudras are able to cast on the go as physical DPS.
Lastly, from a social standpoint running Duty Finder dungeons, there are too many other players who feel it's necessary to micromanage every aspect of your play especially as a DPS. It's already an obnoxious habit of those who'll boss you around on something like Mage's Ballad or Foe Requiem as if you haven't discerned enough about your own job for 50+ levels. Add to this the use of Wanderer's Minuet and associated skills and it's just a mood killer, a shot to morale, a downer, yes a mood killer!
Last edited by Muin; 09-29-2015 at 05:08 AM. Reason: edited to add a bit about melee DPS and casting like ninjas
Normally i would aprove this but since i have 5 days in a row in Shiva Trial roulette where all bards and MCH die because they are runin like idiots, im sorry xD.
Really the only thing they should fix its the problem with Probs in Bard skills. Sicerily before the Expansion i hope they do something like this but instead of Casting Bar a skill Toggle where they gain like +30% damage but they cant move until you desactive the toggle. ( No cooldown)
I know my english its bad, don't bully me T_T.
with how GCD and animation lock work in FFXIV that would kill more bards than Titan players in all his life :PNormally i would aprove this but since i have 5 days in a row in Shiva Trial roulette where all bards and MCH die because they are runin like idiots, im sorry xD.
Really the only thing they should fix its the problem with Probs in Bard skills. Sicerily before the Expansion i hope they do something like this but instead of Casting Bar a skill Toggle where they gain like +30% damage but they cant move until you desactive the toggle. ( No cooldown)
what SE need to fix is the clunky gameplay and finally boost bow/gun WD so is on par with every other job ~~ , casting sucks? yeah , but isnt going anywhere.
p.d btw Tera archers used glyps to remove the penalty while casting![]()



As I've repeatedly said in the past, the true compromise between both sides would be to make the cast bars fill while moving (WoW's Steady Shot works like this). The only issue then would be that long-time BRDs would still feel the change in pace.Please redesign any cast times post-50 to reflect the play style of BRD originally as it was meant to be. I agree with the OP: this is a matter of play style. Keep bard a physical and mobile DPS with consistent but fast-paced damage please.
I feel it's important to point out that since 2.0, BRD has seen so many dev tweaks that it's got a permanent identity crisis. This has only made it worse. If you want to create a sniper-style, aiming technique in which we have to pause as a part of the job's role, that's fine, but make it represent physical+ranged+melee and get rid of this quirky casting dynamic. Even Ninja with their mudras are able to cast on the go as physical DPS.
Lastly, from a social standpoint running Duty Finder dungeons, there are too many other players who feel it's necessary to micromanage every aspect of your play especially as a DPS. It's already an obnoxious habit of those who'll boss you around on something like Mage's Ballad or Foe Requiem as if you haven't discerned enough about your own job for 50+ levels. Add to this the use of Wanderer's Minuet and associated skills and it's just a mood killer, a shot to morale, a downer, yes a mood killer!
Another option would be to redesign of ARC to be in line with 3.0's BRD design. A general rule of thumb that works well enough is for the heavy damage shots to have the cast times, while DoTs and essentially filler shots being instant. Following this idea, Heavy Shot would get a cast time, Straight Shot would get a cast time (Straighter Shot procs would remove the cast time), Windbite and Venomous Bite would remain instant. Have Wide Volley and Quick Knock get cast times, but have Straighter Shot procs remove the cast time (obviously the proc would have to be renamed). WM would have to be changed to something else or still be required to use Iron Jaws/Empyreal Arrow, but not add cast times. Iron Jaws would have to become instant. Leave Sidewinder and Empyreal Arrow as is.
Yet another option would be to leave the 1-50 gameplay as is and redesign the HW abilities to be in line with how the job played 1-50. This is where it can get a bit messy, but there are several ways to go about it.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
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