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  1. #1
    Player
    Rhyn's Avatar
    Join Date
    Jun 2017
    Posts
    77
    Character
    Becidenne Rhymsdottir
    World
    Phoenix
    Main Class
    Warrior Lv 80
    Currently the difference between the tanks is pretty miniscule. I'd like to see a focus on QoL changes with maybe a little dps gain.

    I suggest a few additions to Onslaught. Make Onslaught usable from outside combat, for free. While in combat it still costs 20 gauge.
    It now triggers an 8 second eye buff. This 8 second window has three functions:
    - Fits an Overpower/Mythril Tempest rotation, which further extends the buff, making this a nice way to engage a group of enemies. This fixes the problem WAR has with having to build up the eye combo while aoeing packs.
    - Fits the 3x GCDs you normally need to apply eye, meaning you get the damage buff for your initial rotation. Tiny little dps bonus.
    - Doesn't allow spamming of Onslaught as a replacement for doing the eye combo. This is why it's not 10 seconds.

    This really unclunks Onslaught imo. Now we just need to unclunk Nascent Flash
    (0)

  2. #2
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,842
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Rhyn View Post
    Currently the difference between the tanks is pretty miniscule. I'd like to see a focus on QoL changes with maybe a little dps gain.

    I suggest a few additions to Onslaught. Make Onslaught usable from outside combat, for free. While in combat it still costs 20 gauge.
    It now triggers an 8 second eye buff. This 8 second window has three functions:
    - Fits an Overpower/Mythril Tempest rotation, which further extends the buff, making this a nice way to engage a group of enemies. This fixes the problem WAR has with having to build up the eye combo while aoeing packs.
    - Fits the 3x GCDs you normally need to apply eye, meaning you get the damage buff for your initial rotation. Tiny little dps bonus.
    - Doesn't allow spamming of Onslaught as a replacement for doing the eye combo. This is why it's not 10 seconds.

    This really unclunks Onslaught imo. Now we just need to unclunk Nascent Flash
    What exactly is the point of making it grant 8 seconds worth of Eye? To have it up for the 3 GCDs your're going to spend re-applying it right after you pull, anyways? All pulling with Onslaught does is annoy your DPS and Healers, not sure why this is requested so much. Besides that it's going to clip your first GCD. It's why we always use oGCDs after a GCD.

    It doesn't "unclunk" Onslaught because it's not clunked right now. You can already pull with tomahawk or provoke or overpower. Why do we need a 4th pull option?

    People need to cling on to something more exciting than small changes to Onslaught. All SE is actually likely to do is copy the other gap closers and then we all lose.
    (0)

  3. #3
    Player
    Nyoraii's Avatar
    Join Date
    Jul 2019
    Posts
    57
    Character
    Nyorai Nyo
    World
    Exodus
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Rhyn View Post
    Currently the difference between the tanks is pretty miniscule. I'd like to see a focus on QoL changes with maybe a little dps gain.

    I suggest a few additions to Onslaught. Make Onslaught usable from outside combat, for free. While in combat it still costs 20 gauge.
    It now triggers an 8 second eye buff. This 8 second window has three functions:
    - Fits an Overpower/Mythril Tempest rotation, which further extends the buff, making this a nice way to engage a group of enemies. This fixes the problem WAR has with having to build up the eye combo while aoeing packs.
    - Fits the 3x GCDs you normally need to apply eye, meaning you get the damage buff for your initial rotation. Tiny little dps bonus.
    - Doesn't allow spamming of Onslaught as a replacement for doing the eye combo. This is why it's not 10 seconds.

    This really unclunks Onslaught imo. Now we just need to unclunk Nascent Flash
    Other thing that could be done to unclunk Onslaught is to have a fixed 20 initial gauge instead of 0, could be a trait or whatever, then you could cast Onslaught whenever you want to initiate battles (again, RAIDS ARE NOT THE WHOLE GAME!). That would be a great QoL imo. Outside of battle, if your gauge is at less than 20 for 10s it would regenerate to 20.
    (0)

  4. #4
    Player
    Rhyn's Avatar
    Join Date
    Jun 2017
    Posts
    77
    Character
    Becidenne Rhymsdottir
    World
    Phoenix
    Main Class
    Warrior Lv 80
    Quote Originally Posted by whiskeybravo View Post
    What exactly is the point of making it grant 8 seconds worth of Eye? To have it up for the 3 GCDs your're going to spend re-applying it right after you pull, anyways? All pulling with Onslaught does is annoy your DPS and Healers, not sure why this is requested so much. Besides that it's going to clip your first GCD. It's why we always use oGCDs after a GCD.

    It doesn't "unclunk" Onslaught because it's not clunked right now. You can already pull with tomahawk or provoke or overpower. Why do we need a 4th pull option?

    People need to cling on to something more exciting than small changes to Onslaught. All SE is actually likely to do is copy the other gap closers and then we all lose.
    The point of the 8 sec eye buff is mostly to make packs smoother in dungeons. Then you don't have to do the eye combo. There have been a lot of posts complaining that we have to do our eye combo while aoeing.

    And, Onslaught is clunky, in that it only works in combat. Staring at a mob, hit Onslaught, nothing happens? It is a poorly designed ability that doesn't work intuitively. It's hamstrung by SE because they didn't anticipate the problems that occurred with generating gauge out of combat in SB.

    We can literally pull with all our abilities, what's your point? It is vastly inferior to pulling with Onslaught, thematically. Fun factor. Only a tiny amount of players care about slight clipping of your first hit, or high end raiding and minmaxing in general. This would however be a great QoL change for dungeons and open world. And no one is going to force you to pull with Onslaught if you don't want to
    (1)
    Last edited by Rhyn; 07-25-2019 at 05:57 AM.

  5. #5
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,842
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Rhyn View Post
    And, Onslaught is clunky, in that it only works in combat. Staring at a mob, hit Onslaught, nothing happens? It is a poorly designed ability that doesn't work intuitively. It's hamstrung by SE because they didn't anticipate the problems that occurred with generating gauge out of combat in SB.
    There's a whole lot of abilities that don't work outside combat, most of them for good reason. The fact it's not a DPS gain to use on cooldown should at least illuminate the idea that you don't need to use it it everytime it's available. How is an ability that you don't even need to use on cooldown clunky at all? You don't have to use it if you don't want to. So then the real problem is that it doesn't work for what you want to use it for. That doesn't mean the ability in and of itself is clunky or broken.
    (4)

  6. #6
    Player
    Inuk9's Avatar
    Join Date
    Feb 2014
    Posts
    566
    Character
    Cacho'rro Dos'ventos
    World
    Behemoth
    Main Class
    Machinist Lv 80
    Quote Originally Posted by whiskeybravo View Post
    There's a whole lot of abilities that don't work outside combat, most of them for good reason. The fact it's not a DPS gain to use on cooldown should at least illuminate the idea that you don't need to use it it everytime it's available. How is an ability that you don't even need to use on cooldown clunky at all? You don't have to use it if you don't want to. So then the real problem is that it doesn't work for what you want to use it for. That doesn't mean the ability in and of itself is clunky or broken.
    It hurt my eyes to see people having to point out the obvious like this gentleman.
    (0)

  7. #7
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,842
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Rhyn View Post
    And, Onslaught is clunky, in that it only works in combat.
    Not to fan the flames, but it occurred to me last night - Onslaught isn't even locked out of combat. If you have left over gauge you can Onslaught into combat all you like.
    (1)

  8. #8
    Player
    Izsha's Avatar
    Join Date
    Nov 2013
    Posts
    966
    Character
    Izsha Azel
    World
    Exodus
    Main Class
    Warrior Lv 80
    Quote Originally Posted by whiskeybravo View Post
    Not to fan the flames, but it occurred to me last night - Onslaught isn't even locked out of combat. If you have left over gauge you can Onslaught into combat all you like.
    Yup. All tyese solo questing requests are kinda moot. You just cant use it when you enter a zone. But just like in dungeons you can charge to the boss if you saved 20 gauge after the trash pack. It ties up rather nicely with trying to maintain eye between packs if the timer is getting low just charge in and extend it again.

    Gaining gauge out of combat is ENTIRELY off the table or were back to 2 min pulls (infuriate twice, wait 2 min for them to recharge. Lol. No.) That se intentionally deleted for basically everyone. And making it free just turns it into a dps ogcd spam button which is really silly. The other proposals for elaborate work arounds. (Regen 20 gauge out of combat but no more. Onslaught is free out of combat but reverts in combat and all this other stuff) are far to much ado about nothing. You cant enter a zone and charge. Oh no. But at any other point you can.

    Its really not a big deal.

    As for the eye stuff. Try this in the next snoozefest dungeon. Make a minigame. Apply eye on the 1st pack and see if you can prevent it from falling off for the entire dungeon without reapplying (aside from bosses). You might he surprised what you can get away with. All the "eye is only worth apying if you fight for x seconds etc" math are kinda moot if its up for 20 min. Instead of complaining about it, see how much you can fix it yourself via better play 1st. You might surprise yourself.
    (1)
    Last edited by Izsha; 07-26-2019 at 02:01 AM.

  9. #9
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,842
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Izsha View Post
    As for the eye stuff. Try this in the next snoozefest dungeon. Make a minigame. Apply eye on the 1st pack and see if you can prevent it from falling off for the entire dungeon without reapplying (aside from bosses). You might he surprised what you can get away with. All the "eye is only worth apying if you fight for x seconds etc" math are kinda moot if its up for 20 min. Instead of complaining about it, see how much you can fix it yourself via better play 1st. You might surprise yourself.
    Yea I already have been. It's not that much more effort, although I've still had a few situations where I wasn't paying attention and had it fall off after IR bursting. Need to make sure it has around 20 sec remaining before that, sometimes just too much unga in my bunga.
    (0)
    Last edited by whiskeybravo; 07-26-2019 at 03:44 AM.

  10. #10
    Player
    msoltyspl's Avatar
    Join Date
    Oct 2013
    Posts
    34
    Character
    Amene Zenko
    World
    Omega
    Main Class
    Warrior Lv 100
    Reasoning: Makes it crystal clear that Upheaval is a dps gain and should be used always when possible,
    - Upheaval: TBH, don't think that's really necessary. OTOH WAR needs slight potency buff either way, so they can as well push the potency here up.
    - Nascent: suggestion is nice - even one line direct target macros are so unreliable it hurts.

    TBH I wouldn't mind something similar for shirk (pass threat always to 2nd target on the list - is there even a legitimate other use of that skill than passing to the 2nd party member ?).

    - Onslaught: I wouldn't remove its gauge cost. There isn't much (anything actually) left from keeping your gauge high like in 4.x, so at least dumping it to 0 should punish people with lack of gap closer when they actually need it. The skill literally screams "use me if it saves you gcd".


    Other than that, what I would like to see:

    - return crit bonus for keeping gauge high; wtf did they remove it is anyone's guess
    - more varied/subtle rotation
    - slight potency buff across the board as it's evident from fflogs
    (0)

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