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  1. #1
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
    Posts
    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Jonnycbad View Post
    It's not so much an issue as it is job identity. Classes will eventually be phased out, so SCH and SMN will need to stop sharing certain skills and mechanics (Aetherflow). Personally, I think SCH should retain Aetherflow and all AF abilities and DoT spells and Summoner should be revamped like Bard was and made to focus less on their DoTs and Aetherflow and more on their flares and Summoning.
    I agree, exactly my thought.

    I think the introduction of Demi-Bahamut was the best thing that could happen to summoner, because it exactly feels like what, usually, summoner do in FF games.
    Big thing comes down, wreck havoc and leave. I wish there would be more skills like that.


    Regarding the Egi, I wish that Either they'd make them an integral part of the job (i mean, more than just sending it on AA while actively pressing one rdmg buff) or just remove them as permanent pet. Egi are just "sligtly more interesting" Machinist Turret, and the turret are the dullest kind of pet you can ever dream of.

    Also, even if gameplay wise there wouldn't be too much change, I really wish that the visual and feel of skills would showcase the summoning aspect of the summoner.

    In WoW for instance, almost every skill the Demonology Warlock has involves summoning a hord of demons attacking the ennemy.
    From a purely math PoV, these skills are exactly the same as "inflict X dmg over Ysec". They're basically DoTs.
    But they're DoTs wich fits the spec them perfectly, it's not just a dot, you summoner a bunch of monster from the void to smash you foes for a few secondes.

    Until HW summoner felt more like the old Demonology Warlock, a DoT class with a pet doing enhance AA dmg.

    I really hope (but I'm not holding my breath) that SMN will get a massive rework in this department.

    SCH feels perfectly fine to me
    Thematically they're perfect, they're the strategist which reflect their toolkit, you need to plan in advance most of your skills and have to make decision on which skill you're gonna use your precious flux.
    The addition of the fairy gauge makes the fairy more alive (altough I really hope we'll get at least 1 more fairy gauge related spell next xpac), which is something we can't say about the SMN since their last active pet related skill was at lv 50.(I guess you can count Devotion and proc ruinIV.... i don't really consider these "pet skills")


    Also, I consider both SCH and SMN to already be phased out quite a bit,
    how many powerful skills do they share? : Bane, Shadowflare, Rouse, Ruin2 ??? (Aetherflux if you want)
    oh yeah summoner has rez and physic...

    Even without major rework of SMN, we're 3-4 skills away from having virtually no more skills shared.
    Just give SMN improved Bane and Shadowflare, SCH "improved Rouse" and you're left with only "ruin2, rez and... physick"
    (0)
    Last edited by Sylvain; 06-21-2018 at 05:00 PM.

  2. #2
    Player
    Brightamethyst's Avatar
    Join Date
    Jul 2014
    Posts
    1,800
    Character
    Jenna Starsong
    World
    Goblin
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Sylvain View Post
    I think the introduction of Demi-Bahamut was the best thing that could happen to summoner, because it exactly feels like what, usually, summoner do in FF games.
    Big thing comes down, wreck havoc and leave. I wish there would be more skills like that.
    I was surprised we didn't see that sort of thing back in HW. I figured the answer to "where are the rest of the egis" was going to be more traditional summons. Painflare could just have easily been called Thunderspark and had a Ramuh animation. Tri-Disaster could have been some Leviathan move that had the same effect, etc. It feels like a missed opportunity.
    (1)

  3. #3
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
    Posts
    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Brightamethyst View Post
    I was surprised we didn't see that sort of thing back in HW. I figured the answer to "where are the rest of the egis" was going to be more traditional summons. Painflare could just have easily been called Thunderspark and had a Ramuh animation. Tri-Disaster could have been some Leviathan move that had the same effect, etc. It feels like a missed opportunity.
    beat me
    But yeah that's actually some cool idea you just got there.

    I think your last sentence perfectly sums up the SMN, "missed opportunities"
    (0)

  4. #4
    Player
    Jandor's Avatar
    Join Date
    Jan 2014
    Location
    Ul'dah
    Posts
    3,481
    Character
    Tal Young
    World
    Cerberus
    Main Class
    Gunbreaker Lv 100
    IIRC Yoshi said that if they were to do it, it wouldn't be done before 5.0, but they've never announced any concrete plan to do so.

    Guess we'll find out soon enough.
    (0)

  5. #5
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,991
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    General:
    • A second use of toggled actions, such as deactivation/reactivation of Grit, and shifted actions (wherein one action replaces another in slot) such as Inner Release and Unchained, cannot be queued prior to the first's animation. Presently, hitting the skill twice even nearly a full GCD before action pair can force both to go off in succession despite no signal between the first and second, causing frequent accidental doubling for those who hit keys multiply to mitigate the effects of packet loss. This should redress that.
    • Conditions such as buffs, job gauge components, and TP or Mana costs required for action use are checked only upon skill activation, i.e. when the spell first starts casting. This should deal with such issues as Impact being made uncastable midway through its own cast.

    BLM: Enochian subsumed into a trait, Between the Lines brought into Ley Lines. Fire IV and Blizzard IV slot-combined.

    RDM: Jolt II and Impact slot-combined.

    SMN: Summon Bahamut and Enkindle Bahamut slot-combined.

    WAR: Deliverance and Defiance slot-combined. Swapping to Warrior activates Deliverance automatically.

    PLD: Sword Oath and Shield Oath slot-combined. Swapping to Paladin activates Sword Oath automatically.

    MCH: Gauss Barrel trimmed. Gun Heat reworked to take effect from a much earlier level, and with larger gameplay significance. Hot Shot reworked to solely increase heat. Barrel Stabilizer renamed to fit the new lack of Gauss Barrel. Cooldown moved to level 52. New level 62 action added. Hypercharge now works off mana, therefore benefiting equally in its sustainability from Refresh.

    BRD: Straight Shot reworked. Wanderer's Minuet now replaces both Bloodletter and Rain of Death with Perfect Pitch and the similarly-functioning Dissonance, respectively. Refulgent Arrow reworked slightly and now slot-combined with Straight(er) Shot.

    DRG: Changed to follow a geometric combo structure, of 2 or 3 choices available at each tier.
    2-choice structure. Heavy Thrust trimmed. True Thrust and Impulse Drive available at first. From there both Vorpal Thrust and Disembowel are available, then Full Thrust and Chaos Thrust. Fang and Claw and Wheeling Thrust thereafter. Fang & Claw and Wheeling Thrust differentiated. Impulse Drive, True Thrust, and Vorpal Thrust differentiated. One therefore has two buttons and two choices at every stage in combo. Fang & Claw and Wheeling Thrust possibly differentiated, or simply allow for two different positional options.

    3-choice structure. Alternatively, Fang & Claw and Wheeling Thrust alone are reworked. Fang & Claw and Wheeling Thrust differentiated and now usable at any point in combo, past activation. Thus one starts with the options of Heavy Thrust, Impulse Drive, and True Thrust, and thereafter resets (if Heavy Thrust) or moves on to continue down the given combo, or to insert F&C or WT.

    In either case, you now have as many keys spent on combos as you do choices at any point within them, leaving no wasted keyspace.
    Similar combo changes for the rest, but the above are most of the obvious sources for trimming the required keyspace without any loss to job complexity.
    (2)

  6. #6
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,249
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    All of Summoner's spells just be you quickly called out a primal to perform the action and then vanish, similar to how Yuna fights in Dissidia
    https://www.youtube.com/watch?v=6dqgiDmYglk
    (1)

  7. #7
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,249
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    Just started playing Ninja again and what's the point of Jugulate? I get that it silences but the potency is so pointlessly low, compared to Spineshatter Dive which stuns but is like 220 potency. 80 potency is like an auto attack. Seems like it's hardly even worth using since you are interrupting your auto attack for a second when using it which lowers Ninki accumulation slightly.
    (0)
    Last edited by Jonnycbad; 06-24-2018 at 07:18 AM.

  8. #8
    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 Jonnycbad View Post
    Just started playing Ninja again and what's the point of Jugulate?.
    Not really... it’s just an extra ogcd attack. There is maybe one fight in savage where you’d want it for silence but it’s better for the tanks to deal with that mechanic.
    (0)

  9. #9
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,991
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Jonnycbad View Post
    Just started playing Ninja again and what's the point of Jugulate? I get that it silences but the potency is so pointlessly low, compared to Spineshatter Dive which stuns but is like 220 potency. 80 potency is like an auto attack. Seems like it's hardly even worth using since you are interrupting your auto attack for a second when using it which lowers Ninki accumulation slightly.
    Even if the auto-attack animation doesn't go off in the middle of another animation, the damage will still occur. Only casts can delay auto-attacks when they might otherwise have finished, and there is nothing capable of resetting their progress. This ends up a rare issue managed only by luck for Paladins during Requiescat, but is irrelevant/inexistant for all other jobs, especially now that booking/caning the boss isn't remotely worth crowding melee in the vast majority of cases.

    If you really need the silence, save it for that; otherwise use it on CD unless it'd delay a more important CD. It's free damage.
    (0)

  10. #10
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,249
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Even if the auto-attack animation doesn't go off in the middle of another animation, the damage will still occur. Only casts can delay auto-attacks when they might otherwise have finished, and there is nothing capable of resetting their progress. This ends up a rare issue managed only by luck for Paladins during Requiescat, but is irrelevant/inexistant for all other jobs, especially now that booking/caning the boss isn't remotely worth crowding melee in the vast majority of cases.

    If you really need the silence, save it for that; otherwise use it on CD unless it'd delay a more important CD. It's free damage.
    I get that it's free damage. But it's only 80 potency. Look at other melee DPS oGCDs.
    Spineshatter Dive/Jump/Mirage Dive/Forbidden Chakra/Elixir Field/ etc. 80 potency is crap. Why not make it 150 potency or 210 potency etc. 80 is just...why?
    (0)

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