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  1. #1
    Player
    Lienn's Avatar
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    Lienn Deleene
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    Gungnir
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    Alchemist Lv 50
    Well, IMO your suggestions somewhat distort even more the classes.

    The removal of sentinel is an example...it is a separated class to share "multiple tank classes" a 100% affinity performance of the basic tanking pack. By removing it, it would actually bring more issues than solutions. I actually would move some actions from GLA to SEN, like Obcess and Cover, that require positioning.

    Removing the evade restriction of simian trash is another...it's the core concept of PGL being a retaliation class...if you remove this it also loses its identity. Instead of removing this, would be nice PGL having this increased, allowing a chaining of retaliatory actions, like having Haymaker forcing an opening so you could always follow it with another retaliatory WS, or having Follow Through and Pounce also causing openings so, even if it wasn't facing you, you could start a WS combo.

    Another...multishot with provoke-like mechanics? That's not a good idea at all...if they don't want ARC to spam multishot then make more WS affected by if...like multishot adding extra hits to barrage or increasing the number of hits a monster bound by shadowbind could take before freeing from it. Maybe Puncture having a cone AoE increase based on number of nocked arrows.

    I particularly liked how ARC and MRD were a basic attack-based class before...but seems like it wasn't FFXIish enough to stay ingame so the best would be adjust the mechanics to the current class concepts...if they want multishot as a buff instead of the main DPS option, so be it...expand the buff options for it.
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  2. #2
    Player
    Rentahamster's Avatar
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    Lindblum MRD50/THM50/LNC50
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    Renta Hamster
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Lienn View Post
    The removal of sentinel is an example...it is a separated class to share "multiple tank classes" a 100% affinity performance of the basic tanking pack. By removing it, it would actually bring more issues than solutions. I actually would move some actions from GLA to SEN, like Obcess and Cover, that require positioning.
    How would removing the sentinel class and giving all its skills to gladiator be a problem? The only class that ever uses those skills is gladiator, anyway. The only reason "Sentinel" as a class exists is to give shield skills to gladiator. The current implementation is redundant and pointless. The only classes that even use shields are GLA, THM, and CJN, and the two mage classes are not tank classes. They should be given their own magic-based defensive shield skills.

    Quote Originally Posted by Lienn View Post
    Removing the evade restriction of simian trash is another...it's the core concept of PGL being a retaliation class...if you remove this it also loses its identity. Instead of removing this, would be nice PGL having this increased, allowing a chaining of retaliatory actions, like having Haymaker forcing an opening so you could always follow it with another retaliatory WS, or having Follow Through and Pounce also causing openings so, even if it wasn't facing you, you could start a WS combo.
    The evade restriction might be the core concept of PGL being a retaliation class, but in execution, it fails miserably. It complicates the PGL tank role and diminishes the PGL DD role, since you can't use Simian Thrash when you're DDing at all.

    No one ever plays PGL with a retaliation identity because it just doesn't work currently.

    Quote Originally Posted by Lienn View Post
    Another...multishot with provoke-like mechanics? That's not a good idea at all...if they don't want ARC to spam multishot then make more WS affected by if...like multishot adding extra hits to barrage or increasing the number of hits a monster bound by shadowbind could take before freeing from it. Maybe Puncture having a cone AoE increase based on number of nocked arrows.
    The goal of my version of multishot isn't to give archer a provoke. It's to give the move a cost so that the archer needs to be aware of when is the right time to use it. Since the move generates hate, you can't use it at the beginning of a pull. You have to pre-nock arrows before a fight, or nock arrows only after the tank has secured hate.

    Multishot has its own identity aside from weaponskills and is what makes the archer class unique and special. It should be kept in the realm of normal attacks.


    I'm still not sure how you are getting the impression that my skill changes don't align with the outline. Do they not make GLA and PGL better DDs and tanks? Do they not make archer a better DD?
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  3. #3
    Player
    Lienn's Avatar
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    Lienn Deleene
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    Gungnir
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    Alchemist Lv 50
    Quote Originally Posted by Rentahamster View Post
    How would removing the sentinel class and giving all its skills to gladiator be a problem? The only class that ever uses those skills is gladiator, anyway. The only reason "Sentinel" as a class exists is to give shield skills to gladiator. The current implementation is redundant and pointless. The only classes that even use shields are GLA, THM, and CJN, and the two mage classes are not tank classes. They should be given their own magic-based defensive shield skills.

    You forgeting this game has 2 tank classes that can use shield. THM does is a tank class (or at least was until the dev team ignorance mess it). It has all aspects a tank class need and, just like ARC, was just "too good" on its role so they nerfed it in a way it lost its characteristics.

    The evade restriction might be the core concept of PGL being a retaliation class, but in execution, it fails miserably. It complicates the PGL tank role and diminishes the PGL DD role, since you can't use Simian Thrash when you're DDing at all.

    No one ever plays PGL with a retaliation identity because it just doesn't work currently.

    PGL worked perfectly until 1.18. Just like GLA...they both could do both DD and tank roles perfectly, without losing their concepts. Again, shame on dev team.

    The goal of my version of multishot isn't to give archer a provoke. It's to give the move a cost so that the archer needs to be aware of when is the right time to use it. Since the move generates hate, you can't use it at the beginning of a pull. You have to pre-nock arrows before a fight, or nock arrows only after the tank has secured hate.

    Multishot has its own identity aside from weaponskills and is what makes the archer class unique and special. It should be kept in the realm of normal attacks.

    The thing about multishot is that it's actually meaningless righ now. It doesn't increase much the damage, it doesn't generate extra TP...if it was to generate enmity even to a provoke then it should become cross class so tanks couls start nocking throwing weapons to use the enmity. =P Before it generated a damage spike followed by an enmity spike...with your suggestion we would have just the enmity spike.

    I'm still not sure how you are getting the impression that my skill changes don't align with the outline. Do they not make GLA and PGL better DDs and tanks? Do they not make archer a better DD?
    I'm not saying your suggestions aren't making the classes stronger...but a better parse result doesn't make the class better...and when you give up from the core concepts to just add better numbers you end just like PGL is now...it was extremely fun to play before 1.18...right now it might be way easier to play and stronger...but it's not better than the original class because it lacks in the main aspect a game must have...fun.

    Another example is MRD. The current MRD would beat the hell out of the original MRD performance-wise...still, it's not better than the original one since it's boring as hell to play nowadays.
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