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  1. #41
    Player
    Kessya's Avatar
    Join Date
    Jul 2014
    Posts
    19
    Character
    Kessya Isell
    World
    Adamantoise
    Main Class
    Dark Knight Lv 70
    Well, we could use an approach that includes the balance gauge once more:

    Let embolden buff physical damage for party members if your black mana is higher than white, and let it buff magic damage if white is higher than black (+5% to all if balanced, still 10% on self).
    (0)
    Titan isn't bad. Titan groups are bad~

  2. #42
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by Kessya View Post
    Well, we could use an approach that includes the balance gauge once more:

    Let embolden buff physical damage for party members if your black mana is higher than white, and let it buff magic damage if white is higher than black (+5% to all if balanced, still 10% on self).
    Making raid buffs dependant on higher white/black mana introduces RNG to a mechanic that really doesn't need that RNG. The closest you could get to an ideal mana spender is balanced mana costs, and even then I think people would prefer it if RDM's raid utility wasn't directly tied to that, unless it was shown to help with manafication usage. That's ultimately the problem with tying anything to white/black mana that doesn't deal more damage than the melee combo.
    (1)
    Petition Thread for "Playable Loporrits": https://forum.square-enix.com/ffxiv/threads/436512-Make-them-Playable-You-Cowards
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    Mechanics are Aesthetics. Graphics don't make interesting gameplay.

  3. #43
    Player
    Kurando's Avatar
    Join Date
    Mar 2017
    Posts
    2,238
    Character
    Ku Rando
    World
    Alpha
    Main Class
    Scholar Lv 100
    I don't think RDM is restricted enough by RNG stuff to be fair, when you look at everything they have. Veraero and Verstone both have a 50% chance of coming up, and for Verholy/Verflare it's 20% (these are all outside of Acceleration). The first two will regularly be used as part of rotations so the processes will come up alot, the last two less often seeing as they are finishers. Then we have Scatter that has a 25% chance of process, but you would rarely ever use this in single target situations (like bosses or raids etc). There are times when I feel RDM is processing much more than the likes of BLM or MCH for example.

    It would be interesting to see either more guaranteed processes to boost their DPS output or RDM receiving more of a benefit when they do activate. So like some have suggested on using Verholy/Flare, perhaps give it MP regeneration but in the form of RNG, maybe 20% chance or something like that.
    (0)

  4. #44
    Player
    Wayfinder3's Avatar
    Join Date
    Jul 2016
    Location
    The Crystarium
    Posts
    400
    Character
    Sora Belle
    World
    Faerie
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Grimoire-M View Post
    snip.
    Giving rdm situational utility that SMN already has and see's no viable success with besides the first 15secs of an encounter is NOT what the job needs, Embolden needs to be neutral or their damage needs to be increased to allow the current embolden to remain unchanged. Giving rdm a utility that helps it synergize with casters will only cause more disembowel situations where we have unhealthy synergies between roles. when you guys made that decision, did you think about the melee or tank in your party? if you want niche utility for your triple cast comp, then ask for something akin to hypercharge so your tanks aren't boned, i fail to see why getting a worse embolden would be better than a better equivalent to hypercharge.

    NIN DRG and BRD are powerful because of how they preform on their own, they're not dependent on each other to provide their raw utility and aside from bards personal damage, they're just as powerful to any comp regardless of what party members they have. Bard's utility is god tier regardless of comp, disembowel needs at least 1 ranged to be good, trick attack is universally powerful even in a comp of SAM BLM RDM with no type of synergy. Embolden or a Magic variant on the other hand is heavily dependent on what your group brings and that isn't something we want. RDM not buffing casters/healers is perfectly fine as there is never a need for more than 1 caster. If you want to bring unconventional party comps, thats fine but the jobs should never be balanced so that those compositions are more successful than the standard comp(2 melee, 1 ranged, 1 caster) or else we end up in the double ranged meme comp from HW and early SB. Tl;dr catering to every possible comp doesn't make a job good if it comes at the expense of other jobs within that comp. picking between 2 damage buffs is far inferior to just giving rdm 1 neutral buff that would accomplish the exact same thing you're asking for.
    (1)
    Last edited by Wayfinder3; 07-21-2018 at 11:15 PM.
    "This is what lights the darkness. A chance to make everyone happy!"
    —Sora

  5. #45
    Player
    Wayfinder3's Avatar
    Join Date
    Jul 2016
    Location
    The Crystarium
    Posts
    400
    Character
    Sora Belle
    World
    Faerie
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Kurando View Post
    I don't think RDM is restricted enough by RNG stuff to be fair, when you look at everything they have. Veraero and Verstone both have a 50% chance of coming up, and for Verholy/Verflare it's 20% (these are all outside of Acceleration). The first two will regularly be used as part of rotations so the processes will come up alot, the last two less often seeing as they are finishers. Then we have Scatter that has a 25% chance of process, but you would rarely ever use this in single target situations (like bosses or raids etc). There are times when I feel RDM is processing much more than the likes of BLM or MCH for example.

    It would be interesting to see either more guaranteed processes to boost their DPS output or RDM receiving more of a benefit when they do activate. So like some have suggested on using Verholy/Flare, perhaps give it MP regeneration but in the form of RNG, maybe 20% chance or something like that.
    The reason why rng is detrimental to rdm is because it causes your Melee combo/burst window to mis-align with raid buff windows further weakening the job at the peak of it's rotation. RNG is bad since burst windows are only as good as what you put into them and not being able to control that is harsh
    (2)
    "This is what lights the darkness. A chance to make everyone happy!"
    —Sora

  6. #46
    Player
    Kurando's Avatar
    Join Date
    Mar 2017
    Posts
    2,238
    Character
    Ku Rando
    World
    Alpha
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Wayfinder3 View Post
    snip
    Though that really shouldn't be the case. RDM is literally the only DPS that isn't bound by timers (excluding processes) unlike other jobs out there, looking at Enochain, DWT/Demi-Bahamut or Overheating to name a few. Those all require you to make the most of when they are active and if they don't align with party buffs or something goes wrong, then well you have to spend time building them up again to try again when they can actually benefit. Compare it to RDM who can hold on to it's Mana stacks means it should have more control over its burst windows.

    It's just silly that RDM can have such high processes by default yet other jobs such as BRD or BLM require other actions to be active to effect theirs (i.e. ongoing DOTs), but are capable of a more consistent output than RDM. Probably Verholy/Flare should of been just one action but the mana effects which one you perform at the end, and then a seperate lvl 70 action with higher potency combing both should of been what the rotations work you towards rather than the same melee combo all the time with just the finisher varying.
    (0)

  7. #47
    Player
    Zyneste's Avatar
    Join Date
    Jan 2016
    Posts
    389
    Character
    Zyneste Azurox
    World
    Gilgamesh
    Main Class
    White Mage Lv 80
    Put piercing resist down on fleche. Duration of 30 seconds. At a cool down of 25 it would be relatively permanent, aside from intermissions. Open Embolden to increase physical and magical damage for both the RDM and party members.

    That's it. Red Mage now shares piercing resist down with dragoon, allowing more comp diversity. Buffing RDM DPS by 1% in non-drg comps and more options for ranged to get the debuff.

    SMN/BLM DRG BRD/MCH NIN

    OR

    RDM SAM/MNK BRD/MCH NIN

    Would now would be viable "meta" comps. You could also do dual caster without hurting the other caster in party because of the magical embolden change and without sacraficing a ranged slot or punishing rdm personal dps from lack of piercing debuff with fleche change.


    Do not touch MP of RDM. Do not touch the mechanic.
    (1)
    Last edited by Zyneste; 07-22-2018 at 02:13 AM.

  8. #48
    Player
    Shiroe's Avatar
    Join Date
    Apr 2014
    Posts
    870
    Character
    Ohlala Chica
    World
    Zodiark
    Main Class
    Alchemist Lv 100
    dont give rdm a piericing debuff lol..., take that and the slashing, physical, magical and whatever debuff and change it too just "general damage debuff", making all comps work and everyone can profit from them.. (or crit, SS or healing potency)

    just give Blm and Sam a (very) slight party dps debuff / buff too,..

    and even if the debuffs / buffs would now apply to all (everyone profits from them), there can still be plenty of diversification between the debuffs / buffs:

    some have 60, 120 etc CDs, others apply faster / instsant but are much weaker, some are directly on the target, others buff players thru an aoe (need to stack for it), others can be like a dot in the boss and needs to be reaplied, orhers like embolden decrease over time etc. etc...

    some can buff crit, damage, SS (please both Spell and Skill speed) ect..

    ..just carefull with dhit buffs, since War cant use them much...

    Tltr: even if we take away piercing, slashing, physical, magial and turn them into "general dubuffs/ bufffs", so we dont include or exclude classes anymore, debuffs / buffs can still remain something special (wont feel like every buff is the same).., just Blm and Sam need a slight one too

    as for Rdm, make embolden ofc affect damage in general (not just physical and magical, but both), and maybe extend its timer by a few sec too..


    as for Drg, turn the 5% piercing debuff into 2% general damage debuff (and trait, if 4 players or less are in party, the buff increases to 3% or something)

    as for the rest, Brootherhood, Contagion, Slashing etc. would also ofc need some adjusting

    this fix should be aimed for 5.0

    (just hope a it will make "meta" more open too all, making more comps work well..., and not start a new meta with "crit buffs" and classes that give and profit from crits the most)
    (1)
    Last edited by Shiroe; 07-22-2018 at 09:09 AM.

  9. #49
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by Wayfinder3 View Post
    Giving rdm situational utility that SMN already has and see's no viable success with besides the first 15secs of an encounter is NOT what the job needs.
    I'll spell it out again. If. Square. Doesn't. Fix. Piercing. I only want more conditional stuff like this if and only if we're not going to fix the examples of this kind of interaction currently. I said that in both of my previous posts. My problem with the current meta is the fact that only one or two specific compositions are top tier and a good number simply aren't viable because of a singular interaction, with very little else coming close to competing with it. SE forces NIN/DRG/BRD down our throats because of piercing. I am fine with them homogenizing raid buffs. I agree that piercing is a problem. However, if SE refuses to fix this issue, then they need to double down and add more conditional raid buffs to compete with Piercing.

    Your assumption that Contagion is completely useless is simply flat out wrong. I have already provided evidence to prove so. It's a magic-only TA buff. I was in a raid group that happened to have 2 other casters. Other statics may also be in similar conditions. It would not have been worth it to use Ifrit over Garuda in my static at the time just to buff the NIN and tanks. It simply doesn't compete. It's like using Contagion in a dungeon at that point. It is not worth it to use Radiant Shield for a melee and a tank in a dungeon if you and your healer are better players. Similarly, it is not worth it for 2 melee and tanks in a static if you have a BLM and your healers are the better players, which you can figure out by parsing. It is flat out not worth it if you're running three caster dps. These are not common cases, nor are they common party compositions. But they do exist. People play what they want. The reason people are complaining about Piercing in the first place is because it stifles their ability to play what they want. Just because you don't think Contagion's useful as a raid buff doesn't mean it isn't.

    Read my statements fully, please.


    Quote Originally Posted by Wayfinder3 View Post
    NIN DRG and BRD are powerful because of how they preform on their own, they're not dependent on each other to provide their raw utility and aside from bards personal damage, they're just as powerful to any comp regardless of what party members they have.
    NIN and DRG are both weaker in personal DPS because of their raid utility. NIN moreso than DRG because their raid utility is universally applicable. DRG is completely tied to having at least one ranged DPS to buff to be useful to a raid, and ideally it's going to be a BRD. MNKs also like them for similar reasons. It's factored into their balance at the moment.


    Quote Originally Posted by Kurando View Post
    Snip
    RDM having to balance their mana to get the intended buff may cause a slight DPS loss depending on whether they're about to go into a melee combo or are in one already when the cooldown comes up. It's an annoying hiccup. The split ability idea is simply a better implementation than basing it on mana, and Wayfinder3's suggestion of making it buff all damage works better than both of those too, unless SE has a reason to buff specific classes more than others.
    (0)
    Last edited by Grimoire-M; 07-22-2018 at 01:50 PM.
    Petition Thread for "Playable Loporrits": https://forum.square-enix.com/ffxiv/threads/436512-Make-them-Playable-You-Cowards
    Are You Happy with the Endwalker Healer Reveal? - Poll: https://strawpoll.vote/polls/2e6mxhnx/vote - Thread: https://forum.square-enix.com/ffxiv/threads/443437-Poll-Are-You-Happy-with-the-Healer-Kit-Reveal-for-Endwalker

    Mechanics are Aesthetics. Graphics don't make interesting gameplay.

  10. #50
    Player
    Genoreaper's Avatar
    Join Date
    Jan 2015
    Posts
    212
    Character
    Geno Reaper
    World
    Ultros
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Duskane View Post
    Really mp restores could be added to one of its skills like manafication or even acceleration
    Similar to Aether flow since SMN has no MP issue

    Really needs to be a more support class
    We have BLM for big deeps and SMN as inbetween

    Embolden buff needs to be at full strength the entire 20 seconds it's up
    Id also like it to increase power of healing magic too

    Verflare and Verholy need some secondary effect
    Blm is less than smn on average.
    (0)

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