I wouldn't call Minuet or Gauss the core mechanic of those classes. Bards are focused around DoTs and oGCDs, and Machinists have Wildfire.
I wouldn't call Minuet or Gauss the core mechanic of those classes. Bards are focused around DoTs and oGCDs, and Machinists have Wildfire.
In my previous post I mentioned how the two stances aren't really mechanics but, simply put, badly implemented gimmicks that renders them casters. So I thought that, what about making those two stances with a mechanic? I mean, an ACTUAL mechanic?
I had these simple ideas that could somehow work and would still force them to be a still, however without the need of having cast times:
Gauss Barrel: remove the casting time but increase the damage of the MCH by 5% for every X second that he/she is hitting a target - essentially making you a nuking beast but bad at add management. The buff is removed when switching target.
Wanderer's Minuet: remove the casting time but increase the damage of the BRD by 5% for every X second that he/she is standing still - rendering them the idea for add control but less for movement-based mechanics. The buff is removed when moving.
Of course these are just my take but think about it: with these 2 hypotethical stances they'd actually have proper mechanics implemented into their new buffs and without having the nuisance of casting their skills.
I'm 100% sure I won't be taken in consideration or someone will say this is OP (well duh, I'm not a programmer) or that they're fine as they are, but I do think that something like the ideas I've put could be both beneficial and interesting to have.
Last edited by Voltyblast; 05-01-2016 at 02:01 AM.
- I'm on the boat that brd also plays clunky, but only because theyre sharing things similiar to mch with archer skills that it doesn't mix. It's more on that than it is being considerably different
- even in your dark arts example streamlining it like that, that's still more involved than ammo. Whether you consider it an annoyance or not (much like how some blms consider enochian an annoyance), that still speaks in spades to how it has an effect on drks gameplay. Ammo has much less influence on that with it ensuring a proc on something that has 50%, and very infrequently you'd hold off on using it because it's both a tp and dps loss otherwise.
-a8 isn't big enough to be out of range of its placed in the center, and while you have high mobility in a7s, you're still often confined to specific sides and areas for most of the fight. Not to mention that this is two (three if we count a2) fights out of the entire game to have turret placement matter as a job mechanic.
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