A caster of lesser MP now sees a % increase in Mana Shift effectiveness equal to the % difference in their maximum MP. Overtime, this does mean fewer necessary Mana Shift casts. Sure, a healer could mishandle their MP to ask their casters to drain themselves even further to further enable the healer, but overall, that is a buff which stretches to the caster as well. Yes, the caster is still penalized in that mana is shifted more than (or rather than) being created (though now there is some amount of something being generated from nothing), but without that I'd have to apply balance via a longer cooldown, which increases the chance of punishment for not holding MS for a rez, or some similar factor general or job-specific.
As BLM stands to lose no long-term throughput for using Mana Shift, as compared to those with combat-rez tools, I'm not sure the .5 seconds of clipping on BLM (now mitigated proportionately to one's GCD) is so detrimental as to require a change to Mana Shift as a whole either. I use Mana Shift within 5 seconds of its coming back on CD as is without issue. Sure, there's a space of clipping after B4 or T3, but I leave UI with full MP each time despite casting it and I doubt it wouldn't be worth casting even if I didn't.
Because by "compete with Refresh" I mean that a composition that forgoes a Ranged should still be capable of similar effective mana generation per minute, or, more simply, that a composition without a Ranged should be feasible. That doesn't mean that a single caster should already be able to produce roughly the same amount of mana, as needed, to what a Ranged produces through Refresh, only that it should be sufficient via whatever composition replaces the Ranged, assuming everyone's playing well. It should compete with Refresh in that it should be able to be taken in place of it, not that it should necessarily have the same value.And on that note, if the explicit goal is to compete with Refresh, I have to wonder why you aren't removing Refresh's AoE component and turning it into the MP equivalent of Goad and giving it to both the Ranged and Caster DPS respectively instead. If it's just for the Foes interaction, I'd actually argue that the mana spending on it should be removed, especially given the TP/MP consolidation that's coming anyways.
I may well remove the MP interaction with Foe (now Battle Voice in these suggestions, and now on Hypercharge for MCH -- each with the purpose of offering more control to the rDPS timings). I don't like it. For now, I just hated that Bard gets to double-dip from double-Ranged while Machinist gets doubly shat on, and disliked that even if they were perfectly balanced you'd pretty well have to choose one or the other just due to their CD timings, which felt somehow wrong to me in that they are considered definitively "support" dps.
I'm not sure how I'd feel about single-target MP generation. Allowing for far broader changes, I'd like it, but so long as we've only one Ranged skill with access to MP generation functionality, I don't feel like I would. Bard, especially, feels like it ought to be affecting everyone with that kind of effect. That singing isn't some form of focused telepathy. Promotion, likewise, felt like an omnidirectional emission. And while Refresh feels, aesthetically, like a poor replacement for the original skills, I still want to consider its sources and what would be expected from as close as we get to "Support" jobs.
I'm aware, but I think that would be the best solution. Consider there as being an Level 0 Max MP value. It must be large enough to allow for as many fractions as you will eventually need to differentiate your spells from each other with some remainder just less than two casts of your lowest cost requisite spell (e.g. Blizzard III). From there you apply a fractional (rounded from a factor rational enough to resolve to decimal-less values every 10 increments/levels) progression per level to both spell costs and the maximal MP.The problem with this is MP costs don't scale with anyone's base mana. They're based on their level 0 costs (which, yes, level 0 does exist) which is multiplied by a universal modifier that grows based on their level. This formula is different from their base MP growth formula, which unfortunately grows slower than the costs themselves and is what lead to the ARR/HW Piety breakpoints in the first place. BLM hasn't had the right numbers in place because the current formulas don't allow for that kind of granularity, which just tells me that it's a leftover from 1.0. SE has since 'fixed' the breakpoint issue by making Piety only affect healers and has repeatedly tuned BLM's MP costs down in order to support their ideal rotation, and I expect them to do so again next expansion in order to account for whatever new rotation they decide on. These MP cost changes are basically meaningless within that context, though I do support the idea you were going for.
Same hope, same belief. Though, I'm sure many would argue that the clipping is just a matter of skill-gap (every oGCD but TC should be within TC and TC should only ever follow F3) and just tell me to "get gud" for thinking as much. I'd like to eventually see animation breakpoints and layers so that we can clip a bit further and more naturally (in appearance), regardless of the job, but that's probably a pipedream of a very distant end.My personal hope is that they address some of BLM's clipping and mobility issues in general regardless, and there are plenty of ways to do that while retaining BLM's status as a turret DPS.
My apologies; I was not aware of this. In the current version of suggestions I... might(?) want to make them Piercing too, then.Contre Sixte and Fleche and the dashes are already treated as generic physical damage, and are the only abilities in RDM's kit treated as such.
Nonetheless, to answer your question as to whether Piercing belongs in the game at all beyond DRG itself -- I'm not certain. I've been testing the removal of Piercing on Bard and Machinist as is. It depends quite specifically on how much tDPS RDM's party, all else constant, would produce if paired with a DRG vs. other jobs. If Piercing stays as stale as it is now, I'd probably side with limiting it to DRG alone.
I've been asking around with anyone who can so much as ponder an educated guess as to XIV's code as to whether it might be possible to use a mid-KB immunity/cancel, e.g. being able to end Elusive Jump, Displacement, and the like early. Most favor the idea that with XIV's positional unresponsiveness, such would be impossible. The alternative then would be to allow for a few different extents of movement, as I ultimately want to do for all dashes as well. For instance, holding S/<stick back> when triggering Displacement would launch you further (e.g. to the current amount), but the base length would be shorter.Displacement is already notoriously awful to use in certain fights and putting more weight on finding opportunities to use it is only going to be detrimental to their damage in the long run.
I may well resort to that. I personally love having some reward to go pinging back and forth about the field (which is why I miss Repelling Shot potency, even if I find its removal totally understandable), but perhaps there would be a way to limit its obligatory use while still seeing similarly high potential use... Short of that, yeah, leaving it as purely a (usually really good) escape tool would be simple and effective.In my opinion, none of the dashes should have potencies to begin with. Maybe just Corps-a-corps, but certainly not on Displacement. Shift the potency on that into Contre Sixte and Fleche, which don't have these issues.
(If I seem to be ignoring the obvious solution here, it's not usually because it hasn't caught my attention yet, but just because there are some things I'm weirdly comprehensive in inspecting the contexts of. This one on the other hand... equal parts bias, forgetfulness, and pipedreaming.)
Simply put, because I enjoy that "timing tension", as do most people I've ever raided with. It would seem a disservice to the game, imo, to remove its sort of poster (or, problem) child.I don't get why you're trying to preserve Embolden's decay by flipping it into a growth effect either. If anything, it actually makes it harder to use for the average player.
Looking over any given average opener, likewise, it doesn't seem like it'd be any harder for those managing 50th percentile or better in Extreme trials or harder content. You... pop it at the start, and then basically on cooldown from there. It just happens to also sync better with your own actions. Frontloaded, aligning with TA means wasting recast time. Backloaded, it doesn't.
I like that kind of consideration and my slightest hint of an intent to trim anything like that -- strawmanned more often than not, as I do enjoy it as well -- usually lands me in very hot water.
Same story here. I will literally hear my SMN getting giddy over comms with "I've got Virus!!" when his oGCDs (purely incidental party survival tools included) are ready to go for Summon Bahamut.I'll be honest, Wyrm Wave proccing off of oGCDs in general is a big problem to me. It's functionally easier to make it so he only considers your spells (or just the Ruin line, even) when making his attacks, and would go a long way to making him feel more fluid. The alternative would be to implement a pet hotbar, which I believe SE was trying to avoid in the first place.
I don't doubt it. But I don't feel like I know the insides of XIV's code well enough to point out exactly which fixes should be made to make pets more responsive. Which is why I left it at "mutatis mutandi, pets be less shitty" for the time being. Obviously, Summon Bahamut himself needs far more work. He needs the standard controls and scripting, including hotbar (not to say those controls shouldn't then be improved upon; they must be). I've just been delaying to see what I can put together. Pet spell/ability/movement queuing is the most obvious general issue, but I wish I knew why they thought it okay to have it operate as it does right now. It's so bad that it feels like there has to be some absolute necessary reason... even if there's probably not. Back in ARR I'd made a plethora of suggestions offering small bits of mini-AI, increased pet movement speed only to hear "that's too complicated". I'd like to smooth them out a bit while still allowing them to be comprehensive. Sadly, most of the tools I'm used to relying on from WoW (like continuous generation or degeneration) just aren't possible in this game, and having over five times as long a delay between server polls and even less client trust certainly doesn't help. Pets are one of those areas where I wouldn't mind the risk of the occasional hacker making them damage-immune or allowing them to teleport around the arena -- as it's obvious enough in PvP for instant reporting and irrelevant in PvE so long as it doesn't actually affect their damage -- if it meant responsive checks.Pets. Are. Garbage. And unfortunately, I can say that you didn't actually accomplish anything in that regard other than the usual signposting we get about it.
Agreed on all counts.Heavensward SMN was the best overall implementation of the job to date.
Their main pitfall at the time was in those nuances.
I agree that HW SMN needed button consolidation and specific changes to make using them easier back then, but not at the cost of their flow.
Need to head out for a bit. Will edit in the rest when I get back.