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  1. #10
    Player
    Llugen's Avatar
    Join Date
    Feb 2014
    Location
    Ul'dah
    Posts
    696
    Character
    Zera Vyre
    World
    Midgardsormr
    Main Class
    Black Mage Lv 90
    The most valid reason for Impact not being a proc of Jolt II is that since Impact is still hardcast rather than instant cast, the proc could fall off mid-cast, which may be problematic from a programming standpoint with the differences in job gauge increase. This could probably be fixed by just making it instant cast, but that has implications for dualcast, kinda.

    I didn’t read most of this thread (including the OP), but in response to the thread title, I honestly don’t think they have any intention of making RDM any more complex. Their goal in 4.0 was to simplify the jobs, and while there was certainly mixed success with this (I'm looking at you, SMN), it’s good for the community to have at least one job that is extremely accessible.

    However, if I personally was charged with making adjustments, I would make verflare/verholy have different effects on top of the gauge increases to incentivize strategy for which to use when over just "which gauge is lower" (maybe one with a DoT and one with a damage vuln), and then I would probably make something reduce the timer(s) on manafication and potentially Fleche and Contre Sixte (such as whenever you get a verfire/verstone proc). I'd also kinda like to see separate melee combos, one aoe combo (because just Moulinet is boring) one strong single target combo (Full Thrust) and one damage up one (Chaos Thrust), or something. This would make planning ahead on the job more valuable and add some complexity and nuance.
    (0)
    Last edited by Llugen; 12-20-2017 at 01:05 AM.