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  1. #1
    Player
    ThirdChild_ZKI's Avatar
    Join Date
    Jan 2014
    Posts
    3,229
    Character
    Lace Valeria
    World
    Jenova
    Main Class
    Machinist Lv 80
    @JustPlainLucas

    It only took me seconds to adapt to the ranged casting stances, and as a day 1 MCH main, it really doesn't bother me. I was never the run-&-gun BRD before that anyways, and most content doesn’t require such constant movement of me. Some does, and there are times where dropping the stance in necessary, but consider this:


    Wildfire IS my timed stance, in a way. If I want to really deal high damage, I have 15 seconds to do so; no refreshes, no resets, and if an enemy jumps/resets, I completely lose out on that. Timing is everything. That's not the time to drop my stance and with it, my damage and access to some of my most potent skills. Also, as a correction, WM/GB is a trade: 30% more damage but at the cost of auto attack. And let's not forget that we (BRD and MCH) are-yet-aren't "support". The moment we render said support for the party, we are effectively dropping our own DPS. DRGs suffer no penalty for Battle Litany (and never should), MNKs pay no price for increasing heals with Mantra, both very useful party support skills. No, they're not as crucial as MP/TP regens or Requiem/Hypercharge, but it does effectively make the idea of a DPS decrease for renering party support a bit contradictory. All jobs offer some sort of support-like compliment to another. BRD and MCH are just the only ones that take a hit for it.

    This is all old salt being brought up once again, and I do hope the devs have taken note. Much like the idea was to balance the tanks by not nerfing WAR but buffing PLD/DRK to perform (roughly) on even footing, I would love it if the same consideration were taken for the physical DPS as a whole. Don't look to nerf ranged so that they don't outperform melee. Being at range hardly excuses us from damage or mechanics designed to hit an entire party, however we generally have lower defense and hardly much to mitigate with anyways. Please note: This is not me saying we must have the defense of a melee dps, but it is me saying they ought to try to even out performance at the highest levels of both types of DPS. If it means slightly more or less complexity, I'm willing to try it, so long as it's worthwhile.
    (5)
    Last edited by ThirdChild_ZKI; 08-27-2016 at 06:02 AM.

  2. #2
    Player
    Brannigan's Avatar
    Join Date
    Mar 2011
    Posts
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    I play on a standard m/kb as well and everything for every class fits on there fine. Turns out, every class gains abilities at about the same rate and they all have roughly the same number of buttons to press (except for pet classes, who might want a couple extra).

    However, just because everything fits on there now doesn't mean it will in the future. It also doesn't mean the current combo system is a good one. Finally, 123->111 isn't dumbing down if 2 and 3 don't do anything on their own anyway because there's no execution requirements to speak of. These aren't chain combos in a fighting game.
    (1)

  3. #3
    Player
    AlphaFox's Avatar
    Join Date
    Aug 2013
    Posts
    2,638
    Character
    Rena Ryuugu
    World
    Coeurl
    Main Class
    Thaumaturge Lv 80
    I'm just gonna say, I think MCH/BRD are fine as is and that includes the Gauss Barrel and Wanderer's, the cast time is not as big of a deal as people try to make it out to be.
    (1)

  4. #4
    Player
    Yellow's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    477
    Character
    Tamako Lalako
    World
    Ravana
    Main Class
    Astrologian Lv 70
    I'd really like SE to consider making our interaction with our abilities more intuitive and engaging.

    Take a look at how games likes Blade and Soul, Aion, TERA, and ArcheAge deal with limited space for a lot of abilities. For example, let's say Ability 1 can trigger Ability 2. Instead of pressing '1' and then '2', Ability 1's icon changes to Ability 2, so the player only has to press '1' again. If this is used for multiple abilities, it means we can actually get a wider range of abilities to use from all of the space that's left over.

    They've said it more and more that FF14 is beginning to transition towards more unique and challenging content to keep the game fresh. Maybe on top of enhancing the way we engage with our abilities, we could see a return of elemental weaknesses/strengths/etc, or maybe lowering the GCD from 2.5 to 2, or 1.5.
    (3)

  5. #5
    Player
    Sylisto's Avatar
    Join Date
    Sep 2016
    Posts
    1
    Character
    Tsuki Yamiyo
    World
    Gilgamesh
    Main Class
    Bard Lv 40
    Idk if this was suggested or not yet. But making the MCH turrets follow, similar to sum/sch. That would help maintain the turret buffs so they are more equal to brd.
    (0)

  6. #6
    Player
    ThirdChild_ZKI's Avatar
    Join Date
    Jan 2014
    Posts
    3,229
    Character
    Lace Valeria
    World
    Jenova
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Sylisto View Post
    Idk if this was suggested or not yet. But making the MCH turrets follow, similar to sum/sch. That would help maintain the turret buffs so they are more equal to brd.
    The turrets actually already have an impressive range. And MCHs generally have free reign over where they're placed. Now I wouldn't be adverse to a 3rd turret that's mobile, but the big question is what would it do that the Rook/Bishop don't already do?
    (1)

  7. #7
    Player ErikMynhier's Avatar
    Join Date
    Aug 2013
    Location
    Arizona
    Posts
    1,507
    Character
    Erik Mynhier
    World
    Balmung
    Main Class
    Paladin Lv 90
    Quote Originally Posted by CrystalRainbow View Post
    No changes to system needed if marcos would be reworked to .0X of a second.
    I wish I could plus 1 more then once. That would fix all my issues.
    (2)

  8. #8
    Player
    Mysteltain's Avatar
    Join Date
    Aug 2013
    Posts
    847
    Character
    Robin Icebrand
    World
    Midgardsormr
    Main Class
    Alchemist Lv 80
    For SMN and SCH, just remove the need for all the different buttons to have your pet manually attack/cast and consolidate them into four abilities whose effect is determined by the current Carbuncle/Egi/Fairy. These names are clunky, but you get the gist, I hope:

    Alpha Tactic: standard auto-attack/heal
    Beta Tactic: the stun/knockback/regen/debuff heal
    Gamma Tactic: the AoE attack/regen/buff
    Delta Tactic: the AoE buff/Contagion/Silence/whatever Eos' 4th ability is (not a big SCH player since 3.0).

    That just condensed the 12 SMN pet and 8 SCH pet abilities to a max of 4 shared among the Egis and Fairies, assuming you also have their auto-attack hotbared (which I don't know why you would, but I'm not a big SMN/SCH player, so feel free to correct me on that).
    (0)
    Last edited by Mysteltain; 09-07-2016 at 09:13 AM.

  9. #9
    Player
    Rawrz's Avatar
    Join Date
    Jul 2015
    Posts
    1,704
    Character
    Sir Rawrz
    World
    Gilgamesh
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Mysteltain View Post
    For SMN and SCH, just remove the need for all the different buttons to have your pet manually attack/cast and consolidate them into four abilities whose effect is determined by the current Carbuncle/Egi/Fairy. These names are clunky, but you get the gist, I hope:

    Alpha Tactic: standard auto-attack/heal
    Beta Tactic: the stun/knockback/regen/debuff heal
    Gamma Tactic: the AoE attack/regen/buff
    Delta Tactic: the AoE buff/Contagion/Silence/whatever Eos' 4th ability is (not a big SCH player since 3.0).

    That just condensed the 12 SMN pet and 8 SCH pet abilities to a max of 4 shared among the Egis and Fairies, assuming you also have their auto-attack hotbared (which I don't know why you would, but I'm not a big SMN/SCH player, so feel free to correct me on that).
    Scholars and Summoners don't suffer from these. They are compartmentalized within themselves and can be isolated onto different hotbars.
    (1)

  10. #10
    Player
    Mysteltain's Avatar
    Join Date
    Aug 2013
    Posts
    847
    Character
    Robin Icebrand
    World
    Midgardsormr
    Main Class
    Alchemist Lv 80
    Quote Originally Posted by Rawrz View Post
    Scholars and Summoners don't suffer from these. They are compartmentalized within themselves and can be isolated onto different hotbars.
    True, but on controller it's been a nightmare to get everything for SCH and SMN to fit on three cross hotbars (two standard and an expanded hotbar). Admittedly, limiting myself to three per job is a personal preference, but those two jobs do have the largest amount of ability bloat if one wants to manually control their pets.
    (1)

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