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  1. #10
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Nalien View Post
    The separation is purely for the sake of Red Mages Mana gauge... Like literally half of Red Mages kit... What's the real difference between Veraero and Verthunder, for example... What's the difference between Verholy and Verflare? The difference is which you use based on how your Mana gauge is currently looking... I think what I've suggested for the DoTs is fairly fitting with that theme... The one you use is based on how your gauge is looking... Like literally half of Red Mages kit...
    The difference is that those skills you mention have different effects, building specific resources and rewarding you for alternating them as a result of the Balance Gauge's overall design.
    The skills you propose have the same effect as each other (a singular DoT which doesn't stack or provide any bonus for alternating, effectively just costing X mana of your current highest type), differing only by damage type (which by the game's coding is exactly the same anyway), but cost different resources purely for the sake of expending those resources. As you've said, what you're proposing doesn't even need to be in DoT form, you're just piggybacking off the opening.

    If you were suggesting perhaps having each DoT grow in power when you cast it while the other DoT is active so that the two have a functional difference, maybe. But I still don't think it's necessary to have such an effect consume gauge, in no small part because putting an extra resource cost on its maintenance would make it more painful than most; you can't even use it in the opener.

    There are plenty of other things they could use that gauge on, and it's a waste not IMHO.
    Sure, and there are plenty of ways you could argue for BLM to expend charges of Polyglot too, but the problem is you have to weigh those values against its existing means while still giving each equal opportunity for use.

    What you're suggesting is just spending gauge so we have to spend gauge as part of our rotation, which already is a role we have covered multiple times within the kit.
    Damage aside, what mechanical purpose does your Enchanted DoT serve that we can't get out of Reprise (overcap prevention) or our Verfinishers (correcting imbalance)?

    Not to mention, if you purely focus on speeding up our gauge building... Aren't you going to hit a point of absurdity? You can only speed that up so much, and typically speeding anything up comes with adding more to it...
    If we eventually speed up to "a point of absurdity", then I'll have no problem with giving us more skills to spend and slow down the Balance Gauge.

    We are not at that point. Hell, we're hardly any closer to that point in Shadowbringers than we were in Stormblood.

    I'll settle for playing the Job I enjoy, thank you very much.
    Yet you suggest adding a mechanic that you're basing on a job you supposedly don't enjoy.
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    Last edited by Archwizard; 06-09-2019 at 09:20 AM.