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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,888
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Awful View Post
    So you'd want Drk to have no fun redeeming gameplay style? I personally find Drk very enjoyable (since I do main it) and I don't find Darkside or Grit intrusive I actually welcome them, I find it fun and easy to maintain my MP and stance dancing is just second nature to me. If they both went away it'd be very boring since you take away:
    -Dark Arts
    -Dark Dance
    -Dark Mind
    -Dark Passenger
    -Dark Arts + Soul Eater
    -Dark Arts + Abyssal Drain

    What would be the point of blood weapon then? What would we spend our MP on? What would be the point of Blood Price if mana isn't an issue? The class would be dead for me and I wouldn't play it I like what it is now and while it's not perfect it just needs updates in the future for 4.0 to bring new things to the table.
    I would presume in that case none of those skills would require Darkside, rather than being removed by extension...
    Though I similarly would rather not see Darkside or Grit removed. I just want the Grit transition improved on a bit—that's it.

    I like tank stances, in that they offset and reprioritization they provide actually make other skills less obligatory. Unless a new means to allow for that variety is introduced, I'd much rather "waste" a button on a tank stance than be forced to open with enmity-heavy skills every time, in those situations that wouldn't actually require it now so long as our tank stance is on, or, say, if fighting for enmity was removed from tank gameplay anyways, forcing us to use (hopefully much more powerful) survival weaponskill combos just to allow the healer to toss out an Aero III, a Bane, or a couple Gravity casts, etc. Darkside similarly allows me to prioritize saving mana for the next pull where it actually matters, or for AoEs. It might not be utilized hugely at the moment, but it's a hell of a lot better than nothing. (Though that's not to say that changes that could provoke such decisions based on button-less passive effects couldn't do at least as well; I lack the faith to assume that whatever changes that remove Darkside would seek also to make something at least as interesting in the aftermath.)
    (0)

  2. #2
    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 Shurrikhan View Post
    I would presume in that case none of those skills would require Darkside, rather than being removed by extension...
    That is correct. My point was to remove the MP drain component by removing darkside and having the main gameplay choice for Drk focus on managing MP for using Dark Arts as often as possible and weigh it against using a move now or saving it for later so moves like Blood Weapon and Blood Price still have a purpose. It would also have the added effect of removing the restriction on Blood Weapon which is something I feel should have been done a while ago. The cause of me thinking on this came from playing pld a lot more lately. I been tanking a whole bunch as drk the last few months and I decided to revisit pld again and I really noticed how there is basically no diversity in it's gameplay regardless of the stance you're in which lead me to thinking if they were even necessary in the first place.

    I'll stand by my assertion, I still think removing the stances and the damage penalty is a good idea. However, I will concede at this point that if they do that, they should add more interesting choices and combinations with the abilities we have and the new abilities we get.

    I also stand by my other assertion that Pld absolutely needs SOMETHING to make the gameplay a little bit more engaging. I don't know what that could be but I still don't think stance restricted moves are the solution.
    (0)

  3. #3
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    more that remove our stances they need to improve it more, its a bad joke our tank stance become pretty useless this days, except drk how dps rotation is very close to a normal dps job the other 2 are pretty easy to play so i dont think they go to make our jobs more easy that is now, just more rewards on tank and emity bonus to other party members can be good, idk meaby whit more agro you have more damage the target get? whit lets say a max of 20% with full agro bar? that can be interesting and challenge us to have very high agro and do dps as well.
    (0)

  4. #4
    Player
    Thunda_Cat_SMASH's Avatar
    Join Date
    Dec 2014
    Posts
    2,105
    Character
    Sylvana Tenebri
    World
    Malboro
    Main Class
    Marauder Lv 79
    Agreed, I enjoy the stance aspect quite a bit, and don't see a reason to remove them at all, since they will literally become carbon copies of each other.
    (0)

  5. #5
    Player
    Gumbercules's Avatar
    Join Date
    Apr 2012
    Posts
    552
    Character
    Gumbercules Thesecond
    World
    Hyperion
    Main Class
    Miner Lv 80
    Well seems the goal is to keep rotations across the board "the same" as lvl 60. Namely take this to mean nothing will get more complex than mnk or less complex than pld. On the side of tank stances, this one is kind iffy....on one side we have warrior and i feel stance dancing is a very important mechanic to its playstyle. That being said though I could see PLD doing without stances, and hell maybe even bring its shield into play more. Wouldn't even have to be a massive overhaul just increase the overall enmity of their RoH combo (to be on par on what it would do in shield oath over equal amounts of time) As some have pointed out most tank in DPS stances anyways so this would be ok and could bring more interesting mechanics to play with shield skills, even passively, like having shield based skills (shelltron, shield swipe, shield bash, etc) cause a deteriorating %chance to block buff over like 3-4 secs. I feel pld would benefit from a very active mitigation playstyle.

    idk too much about drk tanking to be honest, got it to 60 then kinda stopped >.> Still could see it using mnk like stances for its darkside and grit playing into an "action used" kinda system with blood weapon and the mitigation one (forgot name) "forcing" the stance to persist for its duration.
    (0)
    Last edited by Gumbercules; 12-08-2016 at 06:40 PM.

  6. #6
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    Stances just need to be more different from eachother.

    Take Defiance/Deliverance. When you're in Defiance you have access to a high potency single target ability that mitigates damage for a short period, an AOE with a high enmity multiplier, and a buff that removes the damage penalty from the stance. When in Deliverance you have a high potency single target ability and an AOE. The only difference between IB/FC and SC/Decimate is that the Deliverance variants trade actual beneficial effects for more potency. IMO, that's super boring and honestly makes me feel like those skills don't even need to exist - I could just keep IB/SC and Deliverance would add a potency buff to them but remove the other effects. You'd even have Unchained which could work differently in Deliverance, so even with this minor thing you'd have the same stuff, less buttons, and an entire new skill that you already had with a different effect.

    (Side note: Equilibrium is a good example of a skill changing in effectiveness based on stance - it can be used in 2 very distinct ways and your stance actually matters)

    Darkside isn't even a DPS stance, it's just sort of a thing you have on all the time - though dropping Grit does give you access to Blood Weapon, which is cool and all but it's basically just a "do more DPS" button.

    Sword Oath is the worst of them all because it changes nothing but makes you auto more - boring, pointless, zzzzz.

    I hope that stances are something they look into in 4.0, there's a lot of potential with stances that weren't really explored in 3.0 that hopefully were just a result of time/budget/etc.
    (1)
    Last edited by SpookyGhost; 12-08-2016 at 09:27 PM.

  7. #7
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,888
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by SpookyGhost View Post
    snip
    Pretty much my thoughts, too. All but the adding an Unchained element to Deliverance could be done by simple button-matching (in Deliverance, Inner Beast turns into Fell Cleave, and Steel Cyclone into Decimate), which sometimes makes me wonder if they've been just purposely wasting button-space in order to make it look like they have a larger arsenal of abilities on hand than they really do. That said, I don't mind having one powerful ability (Unchained, Blood Weapon) that encourages a role-swap or a shift between offensive and defensive, etc., so I wouldn't be put off by Unchained remaining Defiance-only, in and of itself, only that there'd be obvious button waste half the time. At which point, I'd mostly just prefer that Defiance-Unchained seem the obviously stronger tool in most scenarios, much like Defiance-Equilibrium when you're not remotely capable of running out of TP anyways.

    I want to hope that time/budget was the reason for, say, Sword Oath being as dull as it is, but I really doubt it, especially when it took an expansion and 3 tiers just to fix an obvious oversight (Sword Oath's varying contribution across different weapon speeds).
    (0)

  8. #8
    Player Brian_'s Avatar
    Join Date
    Jun 2015
    Posts
    710
    Character
    Graylle Celestia
    World
    Tonberry
    Main Class
    Warrior Lv 70
    I'm not really going to go into the detailed math since I don't care enough to do that much work but just at a quick glance, the average Gritless GCD of a DRK is probably around ~250 potency (assuming 100% delirium up-time) without PS.

    The average potency of a PS combo is ~223.

    Ignoring the MP calculations (grit activation MP cost vs. MP loss from using PS instead of DASE / Delirium rotation since I don't want to do all that math), you'd have to be forced to PS ~3 times before you'd make up the lost potency of single Grit activation. I remember Grit having a 2.7x enmity modifier but with a 0.8x damage modifier so it's clearly not worth it to switch to Grit for PS. Yea, after multiple Grit PS combos, you'd eventually overtake Gritless PS spam in enmity but at a huge potency cost. In Grit, just looking at GCDs, you're losing ~45+ potency per GCD.

    I don't really think you ever need enmity that desperately in this game under normal circumstances. Even in your opener as a sad DRK without a NIN or WAR, you aren't suffering the GCD cost of activating Grit, just the potency per GCD penalty, so while it still sucks to be in Grit, it's not as bad as having to activate Grit.
    (0)
    Last edited by Brian_; 12-12-2016 at 07:02 PM.

  9. #9
    Player Brian_'s Avatar
    Join Date
    Jun 2015
    Posts
    710
    Character
    Graylle Celestia
    World
    Tonberry
    Main Class
    Warrior Lv 70
    Regarding stances, the problem is quite simple.

    A GCD in this game has too much value and tank stances have very little value (if any positive value at all).

    As we've seen in basically all the math, a GCD of 0 potency is simply too big of a trade-off given the other penalties of tank-stance and the benefits just aren't impactful enough. Even for a job with an oGCD stance swap and 2 very strong abilities locked to their tank stance, they still avoid tank-stance like the plague.

    Why? Balance. The gains you get from Deliverance dwarf the gains you get from Defiance. If the gap wasn't so titanic, tank stance would be used more.

    I don't think the solution is to just remove stances altogether. That's like saying the solution to job balance is to just completely homogenize jobs. Different but equal is a hard idea to execute especially when you have a player-base with a few at the top who really analyze efficiency and create norms that others emulate but I don't think you need perfect balance in this case. Tank stance just needs something to give it value regardless of meta because enmity and eHP clearly aren't enough. Stuff like Unchained and Equilibrium are a step in the right direction and give tank stance real value when a WAR pulls but they aren't enough to keep the stance relevant outside of initial enmity. Just look at the blatant imbalance when you compare those to DPS-stance incentives like Fell Cleave, Decimate, Sword Oath, and Blood Weapon.

    I also think it's a bad thing to remove stances because they give tanks a real spectrum of skill progression. Tank stance acts as training wheels for newer tanks that can't effectively snap aggro or use dCDs appropriately and SwO / Gritless / Deliverance gives tanks room to grow and an outlet for their ability to read a situation. Giving a tank everything by default just means they'll never have to really understand why they have it.
    (0)
    Last edited by Brian_; 12-12-2016 at 07:01 PM.

  10. #10
    Player
    Vejj's Avatar
    Join Date
    Aug 2013
    Posts
    263
    Character
    Vedel Vao
    World
    Lich
    Main Class
    Fisher Lv 90
    Would wish to place a debuff on my target, decreased resistance against my sword hits (PLD) and increased attack potencys of the dps skills and further increased bonus auto attack damage of sword oath.

    A charge ability would be awesome but as much as i know, with 4.0 there should be a rework with the current cross class skills, maybe i can pick one <3
    (0)

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