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  1. #171
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Nezerius View Post
    Something like Leg Sweep could have its damage component removed, so it's only used when something needs to be stunned. That said, my opinion would be to remove the damage component of all stuns (minus Holy), and then make stunning bosses more important again.
    I agree that Leg Sweep should deal no damage, but the stun thing really needs to be reworked. I've been complaining about this since beta, but jobs should have interrupts rather than stuns, especially since stuns lead to immunity. You'd otherwise have to make bosses that reset themselves the way HM Ifrit did in order to mostly avoid immunity getting in the way of a stun rotation (and even then all it took was one guy spamming Shoulder Tackle/Leg Sweep to ruin things).

    An alternative would be to sort of PvP-mode boss mobs by making all stuns last .5/1 second on bosses, but making it impossible for a boss to build immunity.
    (0)
    * 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)

  2. #172
    Player
    Pondera's Avatar
    Join Date
    Oct 2016
    Posts
    151
    Character
    Venusiel Arcadia
    World
    Siren
    Main Class
    Culinarian Lv 70
    Quote Originally Posted by Rikku1987 View Post
    But even more important is casttime, T1 is too fast at nowadays 13xx spellspeed... while T3 is really slow -> T2 is perfect for that (if your mana can handle it). Some BLMs use ice1 to fill that time but ice 1 is such a joke on bosses you could also just wait a second and do nothing instead )
    True. I only use Bliz 1 to get myself out of a bad situation when I flub a flare rotation and have no mana. But surely the Heavy effect must be useful for SOMETHING in this game?
    (1)

  3. #173
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,868
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Duelle View Post
    I agree that Leg Sweep should deal no damage, but the stun thing really needs to be reworked. I've been complaining about this since beta, but jobs should have interrupts rather than stuns, especially since stuns lead to immunity. You'd otherwise have to make bosses that reset themselves the way HM Ifrit did in order to mostly avoid immunity getting in the way of a stun rotation (and even then all it took was one guy spamming Shoulder Tackle/Leg Sweep to ruin things).

    An alternative would be to sort of PvP-mode boss mobs by making all stuns last .5/1 second on bosses, but making it impossible for a boss to build immunity.
    It has always seemed weird to me that whereas Silence has no DR cap, half of all melee have no equivalent uncapped 'interrupt' regularly available. I don't mind in that in those cases where the Silence can seem superior on bosses who can't be stunned anyways, but as a typical toolkit part that just seems... off. (Not that I'd want to spend an extra key just on that function, and sometimes where the need to save stuns exceeds the weight of damage output over time, that DR mechanic, including the last infinitesimally small (interrupt) stun, can be kind of interesting.)

    Btw, weren't the A4 legs technically stunnable only while casting, as not to cap their DRs beforehand on a DPS-intensive fight? More of that concept might work as well.
    (2)
    Last edited by Shurrikhan; 10-25-2016 at 10:42 AM.

  4. #174
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Shurrikhan View Post
    It has always seemed weird to me that whereas Silence has no DR cap, half of all melee have no equivalent uncapped 'interrupt' regularly available. I don't mind in that in those cases where the Silence can seem superior on bosses who can't be stunned anyways, but as a typical toolkit part that just seems... off. (Not that I'd want to spend an extra key just on that function, and sometimes where the need to save stuns exceeds the weight of damage output over time, that DR mechanic, including the last infinitesimally small (interrupt) stun, can be kind of interesting.)
    I'd say HM Ifrit failed to teach people to decide when to save stuns for interrupts as opposed to just DPSing, so at this point you'd have to make some heavy-handed changes to skills like Leg Sweep if you wanted to make interrupts a thing in encounters for 4.0. Removing damage and redesigning the skills may make gameplay less "interesting", but at least DPS would have no excuse to not partake in an interrupt rotation. Bonus being that tryhards wouldn't have the opportunity to screw things up for the other 3/7 people in the group.
    (0)
    * 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)

  5. #175
    Player
    Neophyte's Avatar
    Join Date
    May 2015
    Posts
    940
    Character
    Mim Silmaril
    World
    Phoenix
    Main Class
    Summoner Lv 90
    I don't think they will get rid of many skills at all, it's more about revamping them and stepping a bit away from the cross class system.


    Lv. 01 Heavy Swing
    Lv. 02 Foresight
    Lv. 04 Skull Sunder
    Lv. 06 Fracture
    Lv. 08 Bloodbath
    Lv. 10 Brutal Swing
    Lv. 10 Role base defensive Action (Covalecenz, Featherfoot, Second Wind, Mantra)
    Lv. 12 Overpower
    Lv. 15 Tomahawk
    Lv. 15 Role base emnity Action (Provoce, Flash(?), something new?, Savage Blade with optional rotational requirements for WAR/DRK?!)
    Lv. 18 Maim
    Lv. 20 Role base defensive Action (as above)
    Lv. 22 Berserk
    Lv. 25 Role base offensive Action (Internal Release, something new with Slashing debuff (though only interesting for PLD/DRK maybe), Haymaker (changed/buffefd), Mercy Stroke, Fracture (untraited, but with more potency))
    Lv. 26 Mercy Stroke
    Lv. 30 Butcher's Block
    Lv. 30 Role base emnity Action (as above)
    Lv. 30 Defiance
    Lv. 34 Thrill of Battle
    Lv. 35 Inner Beast
    Lv. 38 Storm's Path
    Lv. 40 Unchained
    Lv. 42 Holmgang
    Lv. 45 Steel Cyclone
    Lv. 46 Vengeance
    Lv. 50 Storm's Eye
    Lv. 50 Infuriate
    Lv. 52 Deliverance
    Lv. 54 Fell Cleave
    Lv. 56 Raw Intuition
    Lv. 58 Equilibrium
    Lv. 60 Decimate



    Plus revamps, but basically I expect something like this, with a bit more than 5 minutes invested for thinking about it like I did.
    (0)
    Last edited by Neophyte; 10-25-2016 at 05:05 PM.

  6. #176
    Player
    Khalithar's Avatar
    Join Date
    May 2015
    Posts
    2,555
    Character
    Khalith Mateo
    World
    Mateus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Neophyte View Post
    I don't think they will get rid of many skills at all, it's more about revamping them and stepping a bit away from the cross class system.
    If we're going to keep getting new skills then yes we're going to need to prune a few and maybe more than a few. A few of the "maintenance" buffs as I call them could certainly stand to go away, for example, I've said this for a while now but if Heavy Thrust, Power Surge, Straight Shot, and Hot Shot were removed as an example, nothing of value would be lost. I know about the Straighter Shot proc effect, but I really don't think it's necessary if the numbers are adjusted correctly. Another example for Drg, Brd, and Mch is they have Ring Of Thorns/Doomspike, Wide Volley/Quick Nock, and Spread Shot/Grenado Shot respectively, do those classes really need to have 2 different AoE spells? I say no, no they do not. Pick one and let the player adjust to the right positioning for when to use each.
    (1)

  7. #177
    Player
    ADVSS's Avatar
    Join Date
    Mar 2016
    Posts
    2,397
    Character
    Advent Shadowsoul
    World
    Zalera
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Khalithar View Post
    . Pick one and let the player adjust to the right positioning for when to use each.
    power surge is great the others i agree on, I personally dont see job skills being pruned but added to the ideas of the list, i would say probably flash will be taken out, fracture and skull sunder and savage blade may definately go, and be put into dps xc if at all(flash gone forever probably) relevant choices would be to put second wind on all tanks, keen flurry maybe even featherfoot, mantra as a toss up and maybe retooled for ranged physical only(mnk utility though so it may just be a mnk skill), life surge probably taken off lnc and made for melee dps...stuff like this honestly.

    edits: why i saw flash is because it only benefits warrior in niche situations and we all know theyre trying to reduce war's power without crippling it completely was my reasoning its excessively useless on drk, esp based on cost vs unleash and doesnt need to be a xc skill at all

    also leave my doomspike alone! its my favorite lnc skill!
    (0)
    Last edited by ADVSS; 10-25-2016 at 05:43 PM.

  8. #178
    Player
    Dzian's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    2,837
    Character
    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    Quote Originally Posted by ADVSS View Post
    : why i saw flash is because it only benefits warrior in niche situations and we all know theyre trying to reduce war's power without crippling it completely was my reasoning its excessively useless on drk
    Flash is very useful on paladin though. It's there primary enmity generator for groups pulls. It's far for being a useless skill so it's unlikely to be one they'll get rid of.
    (1)

  9. #179
    Player
    Pondera's Avatar
    Join Date
    Oct 2016
    Posts
    151
    Character
    Venusiel Arcadia
    World
    Siren
    Main Class
    Culinarian Lv 70
    Quote Originally Posted by Dzian View Post
    Flash is very useful on paladin though. It's there primary enmity generator for groups pulls. It's far for being a useless skill so it's unlikely to be one they'll get rid of.
    I think Flash, Unleash, and whatever the WAR class has AoE enmity generation would be classified as a vital tanking skill, so it'd qualify for the tanking role cross-class skill pool. But, I think it should be characterized for each class, sort of like how the Tank's limit Break 3 all do roughly the same thing, but the graphics and appearance are different.
    (1)

  10. #180
    Player
    Morningstar1337's Avatar
    Join Date
    Jun 2014
    Location
    Ul'Dah
    Posts
    3,492
    Character
    Aurora Aura
    World
    Exodus
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by Pondera View Post
    I think Flash, Unleash, and whatever the WAR class has AoE enmity generation would be classified as a vital tanking skill, so it'd qualify for the tanking role cross-class skill pool. But, I think it should be characterized for each class, sort of like how the Tank's limit Break 3 all do roughly the same thing, but the graphics and appearance are different.
    Overpower. And this is already the case (Flash not being a Damage spell aside). They are already learned at the same level, have the same effect and are already different for each Job (Overpower is a Cleave and a Weaponskill, Flash does no Damage and Unleash has a trait that alows another spell to proc it likr Fire II the Thunder SPells, Cire II, Cure III and Benefic II)
    (1)

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