Results -9 to 0 of 21

Threaded View

  1. #3
    Player
    Senhime's Avatar
    Join Date
    Jul 2017
    Posts
    14
    Character
    Sen Sato
    World
    Ragnarok
    Main Class
    Sage Lv 100
    Fix: (PENDING)
    • Let us turnin Verity gear for GC seals. Please! Do let not let us wait another xpack just for this when the gear became "obsolete" as of patch 4.1. Even desynthesizing if possible just anything.
    • Remove the cap on Poetics and Wolf Marks, as they serve no purpose now except for low level gear and glam (PVP). If the cap is still there due to coding issues then so be it.
    • Make Allowances reset once a week (all 100) instead of every 12 hours. I understand that this was used for time gating in the past, but that was in the past and the future is now!
    • Combine Allied and Centurio Seals add a hard cap for the upcoming 340 gear you can buy each week (this would also solve the underlying issue ignored for now.) You could for example use the amount of seals you can gather in total each week and go from there.

    • Combine Impact proc (RDM) into Jolt, this makes 100% sense in PVP and PVE.
    • Combine "Action" combos into one button, or at least add the option to allow such a thing. As key clutter is something this game still suffers from (sadly).

      There is no "depth" added from pressing 1-2-3 or 1-1-1. It only adds more (other) buttons to press and more keybindings to use overall, and it's nothing but obnoxious. And for those that suffer from "muscle memory" let them have the current option if they so desire. Clearly, if you can add this to PVP then it's possible to do so outside as well. This is partially already available if you play with a controller and use extensive macros. I do not play with a controller but I know many that do!

      Streamline melee jobs, especially MNK:
    • From a lore perspective, your position relative to the mob sure makes sense, but in-game it does not! Out in the open having melee jobs (according to game logic) is to run around and/or stun (if possible) to maximize damage (if even possible!) because certain abilities require you to be behind or by the side of certain mobs is tedious. this means only <1% of total mobs will even let you use your full potency skills (excluding boss encounters when a tank or boss is standing still, and of course POTD that have positional requirements removed). By defined logic you are giving people cake but they may only have a slice once in a blue moon. So if possible, remove the restriction in outdoor content at least.
    • Now let's talk about MNK. If anything make all Fists of *** passive traits like NIN got theirs (fall damage, running speed). You remove useless clutter (both abilities and keybindings required) which is nothing but good! Same with their positionals which should seriously be fixed. If this game was a tactical RPG then yes, using the flank and rear as damage modifiers would be something neat, but this is an MMORPG where movement happens in real-time hence why it's nothing but bad design choice (from a gameplay perspective). If anything you could streamline monks different combos to mirror that of a SAM, which is what it's mostly related too. MNKs by far require the most redesign out of all jobs currently (the rest only need potency tweaks). What's up with Tornado Kick? Remove it and give them and DRGs an "execution" ability which every other melee and ranged job has.
    • You are slowly but surely depreciating Heavy Thrust for DRG and that is good! I understand the core concept of it but like mentioned before it is nothing but obnoxious, and it does not differentiate a skilled player from a bad(/new) player, it shows the difference between someone who can read and someone who does not (care what it does). Both now and back then, it did not nothing but add (the illusion of) "complexity" as many usually point out.

      And no, it did not. It just did exactly how most (and current) abilities were handled and that is pressing buttons for the sake of pressing them so combat does not become stale and give the hint of "tactic" as seen considering what games this is based upon.

    • Make all Charge and Disengage abilities cost no resources (looking at you SAM and WAR). And while were at it give everyone a similar level for when they learn them.
      - RDM get Corps-a-corps at 6!
      - MNK get Shoulder Tackle at 35
      - DRG gets 3 different Jumps at 30, 45 and 50
      - NIN get Shukuchi at 40
      - SAM/DRK get Hissatsu: Gyoten/Plunge at 54
      - WAR get Onslaught at 62(???)

      The only one that makes sense is Corpse a-corpse due to RDMs melee combo which is complete at 50 (if you exclude Verholy/flare) but the others do not, and the fact that WAR gets theirs at 62 is mind boggling to say the least! Not to mention it costs 20 while also being gimped by the fact that Overpower needs a target unlike DRK who can just Plunge (insert target here) and use Unleash without having to worry about enemy position(s) since it'll hit anything around them (same as Total Eclipse for PLD). The later 3 could've at least gotten their charges at 50.


      Astrologian:
    • SMN/SCH pet summon time was reduced to 3 seconds (down from 6). This shows that something could (should) be done about Diurnal and Nocturnal Sect as well. There's tools already avail for AST right there. For example; Time Dilation/Celestial Opposition could be used for Aspected Helios AND Aspected Benefic if the event should present itself for either sect (on any given time), instead they're mostly used to extend card buff duration. This is of course due to the fact that either sect CANNOT be in fact changed during combat (and precasting is a huge waste) which makes me really wonder where the shared recast timers comes from. Current logic is if we ignore the lvling aspect and focus only on endgame is that if your other healer in the raid is either WHM or SCH you change your Sect accordingly. Sadly that is not the case, and we all know that.

      This would add more flow to the RNGess of AST gameplay overall (flipping cards) since you would be able to adapt to "any" situation presented. SCH does this already with either pet since they're able to recast either, and each have their unique abilities that do NOT in fact share CDs hence why it's possible to solo heal as SCH w/ pet assuming you and your party (8 man) know what they are doing.

    • Card RNG an general mechanic is up next. (TBA)


      Stances and Tanks:
    • Streamline stances (even for DRK) as they make no sense in current game version nor has it done since 2.0 release. You recently reduced the HP of mobs in 1-49 and 51-59 dungeons (4.1), which means you do have a sense of direction even if somewhat slow.

    • In other words; give them Tank stances at lvl 15 and DPS at either the same level or 30 or whatever you deem worthy. This makes a lot of sense for everyone but especially for new/future players. Also, each CD based AoE (Circle of Scorn, Salted Earth and Steel Cyclone) should be learned at 30 or something instead of keeping it at later levels (45-52). Not only does this help with enmity generation for new players or tanks that are undergeared. But also since overgeared players tend to pull aggro quite easily from inexperienced tanks overall.

    • PLD Shield and Sword Oaths share a recast timer (GCD) and cost mana. Which mean you can stance dance on the fly. The penalty is GCD and mana cost.
    • DRK got Grit that costs mana and suffers from GCD (like above, meaning it aligns with PLDs stances overall) while Darkside has a 5 sec oGCD + mana cost.
    • WAR have Defiance and Deliverance. They share a 10 second CD but are otherwise unaffected by GCD like AST with their sects which means it's a double edged sword, with more leaning towards lacking consistency than QoL compared to PLD or DRK. WAR may however change their stance in any given situation if you ignore the 10 second oGCD penalty which means they're ALSO able to do so [U]during and outside of combat. Why AST does not follow this "rule" is beyond me. If you look at certain boss dungeon mechanics from Heavenwards onward they are actually tuned towards this 10 second cooldown, allowing you to change stance to deal more DPS then switch back once the boss enters their next phase. A good example would be Amikiri or Shisui Yohi from Shisui of the Violet Tides when it enters the fog phase or Zenos Yae Galvus in Ala Mhigo where there's plenty of time.

      The only stances currently streamlined and that actually "make sense" from both a human and in-game logic would be PLDs Oaths (like with SMN/SCH pets).
    • In other words; make PLD/WAR stances and AST sects into one shared button for each job and mirror the Oath mechanic (game wise) if the code allows it. This saves both one less button to press and bind (and macro for some). What they all (should) have in common is that they share the same CD/penalty and that it's not possibleto have both like it is now. There is nothing that can be exploited apart from a VERY VERY VERY slight DPS increase for tanks and QoL for both tanks and AST if you were to follow the 2.5 O/GCD route for example.

    • Combine Blood Weapon and Blood Price for DRK into the same button. (it's all based on Grit) like how you combined Unchained/Inner Release for WAR. And please, let both have their own cooldowns, i.e not being locked to the same ability. Actually, this is a very plausible idea, and increase Carve and Spit mp gain by 3x, as the CD is far from worth it when the potency trade off is nowhere near the mp gained as a tradeoff. You want us to manage MP and Darkside better? Make this happen then.
    • Please make it so that Overpower for WAR does not require a target, as neither Flash, Total Eclipse or Circle of Scorn does for PLD or Unleash for DRK which is sad because neither Steel Cyclone/Decimate does for WAR. Same could be said about DRKs Dark Passenger while we're at it.

      As mentioned above, most abilities are similar (near identical) for several jobs but have weird restrictions for no good reason other than being there just because.
    (4)
    Last edited by Senhime; 11-06-2017 at 06:14 PM.