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  1. #24
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Grimoire-M View Post
    While I agree that we should try to encourage using all stats, your proposed crit changes do not fit with how the game works currently. You have to pre-suppose that there is an artificial cap of 50% assigned to it to make this come close to working at all, and it still doesn't solve the problem of crit damage still being worth it. If you have to assume that SE's staff would make that kind of core mechanical change in the first place (even if it's tame compared to some of the suggestions people put up) then the better option is to simply assume it can't be done and implement something better based on what has been done before.
    Pretty much every other title in the franchise has a hard cap of 50% crit except for some limited abilities that guarantee a crit, I'd be surprised if this wasn't ALREADY in FFXIV. Basically more than 50% crit is too OP and defeats the purpose of critical hits in the first place.
    And if I am pre-supposing this is a change that's made... what's the problem with that exactly?

    Quote Originally Posted by Grimoire-M View Post
    I'm sorry, but the fact that most meaningful content where you're using your kit to the fullest can take 8-10 minutes means the game will naturally average out the variance. Time is the biggest factor in getting the required sample size to ensure each member of a raid was able to contribute.
    Exactly...

    Quote Originally Posted by Grimoire-M View Post
    All you're accomplishing by nerfing the potencies to compensate for that crit rate and adding lots of low cooldown oGCDs is making every hit feel less powerful
    Disagree, you'll hit crits more often, making you feel more powerful.
    Quote Originally Posted by Grimoire-M View Post
    but over all make the class more busy
    ...how?
    The idea is that you're hitting hard and fast, haphazardly swinging your hammer/mace around, building up momentum that makes your attacks hit harder, you're not doing acrobatics.
    The weaponskills might be a bit quicker with higher SkS, but there's not that much to weave besides the Chain skills, which you'd perhaps weave 3 per 6-weaponskill-combo, so certainly no double weaving.
    Meanwhile you have DRK, which is most certainly a slow, heavy job, and you're constantly double weaving with Dark Arts and such.

    Quote Originally Posted by Grimoire-M View Post
    On that note, you've created a dragoon-like GCD rotation that's honestly more limiting than it should be (especially regarding AoE) with no real payoffs yet, which is something I'd look at. I'd start with removing the DoT ability and think of something more creative to replace it. That's one of the main limiters of skill speed when it comes to melee classes compared to BLM. BLM can throw its only DoT out when it wants to. Combo classes have to avoid clipping, whether it's their GCD or DoTs. Better to scrap the one DoT and work from there.
    Thank you, this is something constructive that I could think about.


    Quote Originally Posted by Grimoire-M View Post
    The problem is they're superfluous. You wouldn't need the defensive skills in the first place without that debuff present. Flavor should not come at the expense of function. And for what it's worth, Samurai and Monk are the only DPS classes with multiple personal defensive cooldowns present on their kit rather than simply getting them from role actions, and each pair of abilities are already linked to one another on those two classes specifically in order to pair it down.
    And the problem with adding another DPS with defensive cooldowns is...?
    I would revise the skills to make the two purely defensive skills exclusive, so that they can't be stacked. One is then not so different to DRGs, and the other is essentially a DPS Eye-for-an-Eye, and both can be used on party members in order to boost own DPS via gained job gauge resource.
    Meanwhile MNK has it's own 10% damage reduction, plus a party-wide Convalescence. I don't see the problem...

    Quote Originally Posted by Grimoire-M View Post
    If you want some suggestions for how to make skill speed feel better within a kit, make more oGCD weaponskills styled after Empyreal Arrow so they benefit from skill speed. Similarly, Machinist's Ammunition mechanic could be fleshed out to accomplish something similar to a DoT effect. You could also use GCDs that are on stack-based timers, meaning you can only use them once every X weaponskills, but not tie them down to a combo. Buffs already kind of do this, but they have timers on them. It makes sense for the risk stacks, but outside of a few proper cooldowns I'd just experiment with non-combo rotations and see if something more fluid emerges.
    Again thanks for some constructive feedback, however this sounds like it's starting to go in a direction I don't intend for this job and which I don't think would fit into the Riskbreaker/Foebreaker identity.
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    Last edited by Seraphor; 12-03-2018 at 10:33 PM.