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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Dzian View Post
    No it wouldn't would still have kaiten, seigan, the disengage and gap closers. guren and its new single target version..

    shinten is quite literally just a busy button so people dont get bored for that whole 2 seconds or so between gcds. here have something to press.. it doesnt change the samurai gameplay.
    While I'd generally agree with you and Acidblood in this regard, you have to consider what would take its place here, and how.

    Kaiten would net you a mere 240 potency at that point per use on Gekko/Kasha, an efficiency of 12. That's not far below Shinten's 12.8, sure, but as Yukikaze (at 200 potency per 20 Kenki, or an efficiency of 10 ppk) would only be worth the same damage efficiency as Gyoten/Yaten (even Enhanced Enpi would be nearer to a use on Gekko/Kasha), you'd essentially be looking at Dark Arts spam in its hayday, but worse, as you generate enough Kenki for a Kaiten every 2-3 productive GCDs, rather than every 3 (Grit) to 4.5 (without Grit), and it'd be a damage loss to use anything but that one skill save for once every 5 minutes. The rotation of its use would be painfully stale, too. For every 3 Sen generated, Kasha would get a use, Gekko would get a use, and then the Midare itself would get a use, while Higanbana would merely demand that you skip the Kaiten on its Gekko or Kasha (if not raising the single sen through Yukikaze) and use it on it instead. Once you get Ikishoten, you'd then be sure never to use Yukikaze to generate Higanbana, wherever possible, so that you could use the Kaiten before the Higanbana as well and absorb 20 of the excess 50 Kenki per minute on a stronger skill than Gyoten/Yaten. You'd then also need to slip in 3 Gyoten per minute just to keep from overcapping.

    I don't really see how that'd feel any better. We have a decent mix right now. I'll agree that we have a ton of button bloat in this game at present, but I don't think Shinten is a good example of that.

    Quote Originally Posted by Dzian View Post
    You don't really need a stamina system per se. the old battle system in 1.23 and early 2.0 concept achieved much of this just by having TP be accumulated instead of spent.
    The 1.23 TP implementation was accumulated only through auto-attacks, which would require uptime, and so long as skills had any innate cost, would force a reduction of apm whenever there was any further cost to Stamina (or, again, to uptime).

    was a much more fun system personally especially with all its little tricks like incapacitations and stuff. damn sight more interesting than positionals stand here for 15 extra potency on that punch your going to throw..... positionals as they are now aren't engaging; it's just more pointless busy work.
    I have to disagree, at least in terms of implementation. We never saw enough of the content to know one way or the other, so I'll refrain from commenting on it generally, but all we really got from the incap system -- while novel at first -- was X skill needing to be used on X mob, requiring X composition for X bonus loot or further ease of kill. I'm looking for more nuance and less of the unintuitive arbitration we already (or, still) have so much of.

    These days, I'd have to slightly agree with you about positionals, but I at least can say with certainty that we had working implementations in the past. Back in 2.x, managing my positionals was actually easier, despite having far larger potency penalties for getting the wrong position. Why? Because DK and Bootshine were far closer in potency, Twin Snakes was shorter but just long enough to be overextended into a Demo-drop rotation (where you let Twin drop just barely after activating Demolish, then reapply DK before it, longer than Twin at the time, could fall off), Fracture and Touch of Death had no positionals, and Impulse Drive was of even potency to True Strike. Rather than being screwed at variable amounts by forced positioning, I could just... adapt, and lose little to nothing.

    It's only after they started mitigating the risk that they figured actually having control over ones positionals through delaying GCDs and modular rotations must be superfluous and then removed the whole basis of positionals' compelling gameplay.
    (0)
    Last edited by Shurrikhan; 08-30-2019 at 08:26 PM.

  2. #2
    Player
    Divinewindx's Avatar
    Join Date
    Jan 2016
    Posts
    34
    Character
    Godric Light
    World
    Gilgamesh
    Main Class
    Dragoon Lv 70
    If you don't like positionals and only want to press 3 buttons, I've got the game for you, its Called World of Warcraft, please leave.
    (0)

  3. #3
    Player
    RadicalPesto's Avatar
    Join Date
    Jan 2019
    Posts
    143
    Character
    Pesto Lady
    World
    Lich
    Main Class
    Red Mage Lv 70
    Quote Originally Posted by Dzian View Post
    An example of this would be oGCDs for DPS classes. Generally speaking these do nothing for game play they exist only to make busy work for players. You could easily remove samurais Shinten for example and bake its potency into its regular gcd abilities and it really wouldn't make any difference at all to encounters within the game.
    Removing Shinten would literally remove the entire reason for the Kenki resource to exist, removing the entire reason Samurai has to land positionals. I don't think it's a very good example of a skill you could "easily remove".
    (6)

  4. #4
    Player
    Hatstand's Avatar
    Join Date
    Jun 2019
    Posts
    307
    Character
    Jenny Davar
    World
    Kujata
    Main Class
    Weaver Lv 70
    While I agree that low level content often feels bad, and I’d love to have back the abilities that were removed from my classes, even at lower levels, this could have the adverse effect of making levelling up feel like a downgrade, since there are many people who prefer an older version of their jobs. From a healer perspective, I’d love to get the dps abilities that we lost back, even just for low level dungeons where the healing required is a snooze, but this would mean that as I level up doing solo content as my class will start feeling worse (since there’s really no use for that big a healing kit in solo content). On the other hand, if they just replace early dps moves with weaker versions of the heals we get at higher levels, the content will just feel even worse, since it’s already incredibly easy to heal with our current skills.
    (2)

  5. #5
    Player
    Sloprano's Avatar
    Join Date
    Oct 2014
    Posts
    282
    Character
    Quilia Labro
    World
    Cerberus
    Main Class
    Scholar Lv 100
    Think they've left behind a lot of content behind with the strict trickle of a new skill or trait ever second level after level 50 and that jobs only feel complete at what is currently max level for the expansion. I used to find the game engaging on two fronts: what I need to react to in fights and the playstyle of the job. If the fights demand a lot of attention (Extreme, Savage, Higher floors of PotD/HoH) then that can carry it on it's own as I need to work to find oppertunities while dodging. Playstyle is what I could fall back on when the I was overtuned or very familiar for a fight or Duty, something simple that would be enjoyable through sheer catharsis.

    In order to reach Extreme, Savage and Higher floors of PotD/HoH I find myself spending a lot of time where the first front isn't applicable: Low-level Duties or lower floors that any group in Duty Finder easily gets through. With many skills and cornerstone abilities locked away at higher end of the max level spectrum these daily grinds turn into more of a chore than I already find them. Would very much like to see them rebalance the whole thing so cornerstone abilities are learned much earlier, like before Sastasha. It would be even easier and one might've gotten both daily tomestones and endorphin release of blasting packs of mobs.

    That they haven't I find particularly aggravating for my former favorite job, Scholar, that I could take to any solo quest or low-level Duty and the least I'd be able to play with several dots, go more offensive with Cleric stance and see how much healing I could get away with not doing on Eos' part. Then when it was time to be serious Extreme, Savage or deep in Deep Dungeons or suddent triage in low-level content I'd still have the full healing and support set suite of skills to perform the role. Job still comes alive in absolute emergencies and during some pulls, yet I'd much rather see every job be fun in the majority of the content the game has to offer rather than a tiny portion found a max level.
    (2)

  6. #6
    Player
    Saidosha's Avatar
    Join Date
    Aug 2013
    Posts
    160
    Character
    Weissening Blitz
    World
    Brynhildr
    Main Class
    Red Mage Lv 100
    I'd just be happy if they took a page from a few other MMOs and let combo abilities morph into the next ability in the chain with a preferred setting in case it's a branching skill. That and removed macro input delay/lag, I guess.
    (2)

  7. #7
    Player
    RareItems's Avatar
    Join Date
    Apr 2012
    Posts
    608
    Character
    Elise Hamilton
    World
    Balmung
    Main Class
    Arcanist Lv 100
    Just play Black Desert Online and it will solve all this issues.
    (0)

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