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  1. #111
    Player
    Archwizard's Avatar
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    Archwizard Drake
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    Sargatanas
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    Red Mage Lv 100
    Something I've been considering... what if the Magic Melee DPS straight-up uses a magic weapon?

    Like, not just "enchanted", but an energy weapon made out of magic. Kind of like a lightsaber? "Here's a hilt with crystals orbiting it, activate to shoot a focused beam of aether from it, here's some techniques to transmute the aether between different elemental states"?
    (1)

  2. #112
    Player
    Shurrikhan's Avatar
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    Tani Shirai
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    Cactuar
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    Monk Lv 100
    Quote Originally Posted by Archwizard View Post
    Something I've been considering... what if the Magic Melee DPS straight-up uses a magic weapon?

    Like, not just "enchanted", but an energy weapon made out of magic. Kind of like a lightsaber? "Here's a hilt with crystals orbiting it, activate to shoot a focused beam of aether from it, here's some techniques to transmute the aether between different elemental states"?
    So long as that unique advantage makes use of... its unique advantages, e.g. by shifting the form of the weapon or constantly imbuing it in accordance with other actions, that seems pretty compelling.
    (1)

  3. #113
    Player
    Shurrikhan's Avatar
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    Tani Shirai
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    Cactuar
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    Monk Lv 100
    Quote Originally Posted by Archwizard View Post
    The only problem I can see with that is that it means every weapon would have to utilize a near-matching skeleton every time so that they have the same joints to execute the same transformations for the same moves, as opposed to just having multiple weapon "types" under the same umbrella (ie energy longswords, scimitars, axes, etc) like we've been seeing more of this expansion (PLDs with pickaxes and WARs with hammers). That or just expecting extra animation time devoted to one job's weapons so they can each have different behaviors, which might be a bit ludicrous.
    I'd rather have the job delayed by massively increased animation costs than for it not to take advantage of its weapon's unique aspects. If it's going to have what seem truly different weapon types, those should probably come with respectively different animations as well. You can share thrusts and share one-handed slashes, but it'd make no sense to start thrusting with your magiaxe or start two-handed slashing enemies with a magirapier.

    I could see it maybe going only between lightsaber, lightspear, and (essentially) a palm-blasted light-drill, which would scarcely require making a weapon-swap system integral to the job -- instead electing a far, far more straightforward but brutal use of its power. Just, again, so long as it's seeming to optimize that uniqueness.
    (0)

  4. #114
    Player
    Archwizard's Avatar
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    Archwizard Drake
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    Sargatanas
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    Red Mage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    I'd rather have the job delayed by massively increased animation costs than for it not to take advantage of its weapon's unique aspects. If it's going to have what seem truly different weapon types, those should probably come with respectively different animations as well. You can share thrusts and share one-handed slashes, but it'd make no sense to start thrusting with your magiaxe or start two-handed slashing enemies with a magirapier.
    This is assuming a magirapier is part of the kit in the first place, but I would once again direct you to the examples of DRG and PLD who do precisely that, slashing with javelins and thrusting with a pickaxe. While RDM may not use two hands, it does employ reverse-gripped spinning slashes with Moulinet.

    I could see it maybe going only between lightsaber, lightspear, and (essentially) a palm-blasted light-drill, which would scarcely require making a weapon-swap system integral to the job -- instead electing a far, far more straightforward but brutal use of its power. Just, again, so long as it's seeming to optimize that uniqueness.
    I suppose that's more fair. Probably a limited number of joints -- far shorter than you'd expect for a request like a whip -- which just stretch or compress like an accordian, as needed by the animation?
    (0)

  5. #115
    Player
    Shurrikhan's Avatar
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    Tani Shirai
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    Cactuar
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    Monk Lv 100
    Quote Originally Posted by Archwizard View Post
    This is assuming a magirapier is part of the kit in the first place, but I would once again direct you to the examples of DRG and PLD who do precisely that, slashing with javelins and thrusting with a pickaxe.
    And? I obviously find both of those interactions problematic and would rather avoiding them outside of, say, a singular joke item each. That was exactly the point. I consider it important enough not to have ridiculously impractical or ill-suited animations that I'd gladly see the implementation of such a job delayed, even if I was quite looking forward to its gameplay.

    Quote Originally Posted by Archwizard View Post
    I suppose that's more fair. Probably a limited number of joints -- far shorter than you'd expect for a request like a whip -- which just stretch or compress like an accordian, as needed by the animation?
    I was thinking of a something even simpler than that -- literally a shaft of variable length, with the design varying from refining its ability to cut to its ability to pierce. Length, shear, and force.
    (0)

  6. #116
    Player
    Duelle's Avatar
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    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by SaberMaxwell View Post
    I don't inherently dislike your idea. Never played Priest in WoW, nor played long enough to get a feel for the meta. What you're describing sounds like it would, itself, be a class that has specs, and after SCH and SMN, SE has sworn off of that.
    Legion's version of Disc Priest is what I was exposed to most, and that one had a spammable buff that could be placed on party members, and when the priest dealt damage to a mob, party members with the buff would receive a heal. The idea being that through dealing damage, the priest was also healing their allies without spending GCDs casting direct heals. And yes, it was insanely hard to balance.

    And the only reason the ACN/SMN/SCH experiment failed was because SE could not set the ground rules for how dual job classes worked. If ACN had been capped at lv30 and designed around having a rudimentary kit, with one job stone expanding said kit (SMN) and one job stone altering parts of said kit before growing in its own direction (SCH), the devs would have had a much easier time doing things to SCH and SMN while keeping them separate from each other. Honestly, not capping classes at lv30 in general has repeatedly bitten the devs in the ass.
    Quote Originally Posted by Kabooa View Post
    Blunt weapons and fighting sticks are woefully underrepresented. Spellblade aside, I wouldn't mind seeing a 'magic melee dps' swinging around a meteor hammer that gets imbued with the magic.
    I can get behind this. Maces and hammers in particular would be a nice weapon for a Mystic Knight. With the popularity of the Marvel movies, I'd probably see a bunch of Thor cosplayers using "hammer that suspiciously looks like Mjolniir" smashing the ground using the job's mandatory AoE attack.

    Here's another rough idea I wanted to share, though this one is from way before we got the resource bars all over the place: Mystic Knight would imbue their weapons through an oGCD or weaponskill aligned to an element. Performing certain actions helps keep the weapon enchant active, the enchant growing more powerful the longer it is active. Once the enchant reaches a certain potency, the player can "release" the accumulated power through a powerful attack that also prevents them from using that same element immediately.

    So for example using Firebrand would grant a "deals additional fire damage with X potency" buff that could be extended or refreshed the duration by using weaponskills. Every 6 seconds the buff was active it would gain a potency stack (similar to the old Wrath icons we had for WAR) until you hit 4 or 5 stacks, at which point you'd use the release ability. This also applies the debuff "Overburn" on you, which prevents the use of Firebrand or won't allow Firebrand to grant you the elemental buff until the debuff expires. Something like this would severely clash with the way stuff is designed in this game (bosses with untargettable phases would screw over this version of Mystic Knight), but I think there's merit in the idea of harboring an elemental enchantment and releasing it once enough power is accumulated.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  7. #117
    Player
    Shurrikhan's Avatar
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    Tani Shirai
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    Cactuar
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    Monk Lv 100
    Quote Originally Posted by Duelle View Post
    Legion's version of Disc Priest is what I was exposed to most, and that one had a spammable buff that could be placed on party members, and when the priest dealt damage to a mob, party members with the buff would receive a heal. The idea being that through dealing damage, the priest was also healing their allies without spending GCDs casting direct heals. And yes, it was insanely hard to balance.
    Honestly, even as much as I had been milking my healer for as much damage as I could even since Vanilla, so long as it wasn't delaying the next pull too much to recover that mana from my mage's Conjurered Mana items... I could never get into Legion's Vamp-Priest. Heck, I got into Shadow Priest healing more than Legion's Atonement-and-DPS Discipline priest. None of it felt like Discipline like me, as it had ever been or lore had ever indicated. Moreover, it just felt... squished. On a Holy priest I could deal more damage, just not at the same time as healing, and of course far more healing in any given moment, just at the cost of damage. Discipline priest just felt like it only had a half or even third the ability of other healers to match the given situation by varying healing or damage output. You got 60% healing and 40% damage priority or 40% healing and 60% damage priority.

    I would hate to see that from an XIV healer. I don't think they should be as straight-cut as they are now, and would love to see damage and healing integrated into each other a ways, but I prefer that damage is not literally healing or vice versa, as it is in any typical Discipline priest play. That equivalence made Disc Priest feel like nothing more than a dps with added, albeit choiceful, buff maintenance.
    (0)

  8. #118
    Player
    Archwizard's Avatar
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    Archwizard Drake
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    Sargatanas
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    Red Mage Lv 100
    So, what I've got so far:

    1. All Strikes will deal base physical damage, with an additional X% elemental damage based on the strike in question. Active enchantments will scale off both, causing multiple instances of magic damage per swing.
    2. En-strikes are Fire (Flametongue), Ice (Icebrand) and Lightning (Thunder Strike). Fire grants a stacking DoT on swings (reusing Flametongue will also clear the DoT, limiting the number of stacks), Ice increases burst damage and returns MP, Lightning grants cleave damage. En-strikes will enchant the next 2 weaponskills. (Fire or Ice may also be a ranged skill?)
    3. Un-enchanted strikes are Earth (Break Blade) and Water (Liquid Steel), both stronger than En-strikes. Water is stronger and will amplify the effects of any active enchantments, but clears them immediately after use. Water may have increased flank damage.
    4. Wind (Wind Shear) is weaker than Earth or Water, but has a reduced GCD, will clone any enchantments that were active on the previous strike, and grants Quickening. May have increased rear damage if Earth doesn't.
    5. Only AoE skills have a combo attached to them (Blitz -> Area Sweep). Completing an enchanted AoE combo will grant Quickening as well.
    6. Ranged attack (Strike Raid) is purely physical damage and has a low chance to grant Quickening.
    7. Quickening is a prerequisite for casting instant spells, which also have a lower GCD but consume large amounts of MP (preventing Wind Shear -> Spell spam). Spells include Imperil (single-target vulnerability to your magic damage for a duration) and two burst damage finishers (Banish for single-target, TBD spell for AoE, really tempted to say Ardor though).
    8. Some abilities will inherit active enchantments, without consuming charges of them (as non-weaponskills). Warp Striking (see previous writeups) to an ally will heal you and cause your next Warp Strike to crit, amplifying both physical and enchanted damage separately.
    9. Each instance of magic damage dealt by you (including AoE) will grant the unique job resource; spells may generate more. Once the resource gauge is completely full it will automatically begin depleting over time, but grant your weapon a sheath of pure aether to amplify and transform your attacks into stronger skills (Break Blade -> Ivory Slash, Blitz -> Bladestorm) until the gauge is completely empty. The gauge empties as an increasing rate over time, but strikes can continue to build resource to delay the end of this enchantment.
    10. Depletion can be ended by performing a powerful finisher weaponskill (Liquid Steel -> Ars Arcanum for single-target, Area Sweep -> Radiant Blade based on Alisaie's attack for AoE) only available during the latter enchantment, which increases in damage the longer the enchantment lasted.

    What I find interesting about this design is that, without restricting the player to a combo, each new Strike added to the rotation would not only shake up the rotation in palpable ways every few levels, but give the flexibility to play around with making your own rotation on the fly. Sure you'll still end up with cookie cutters, but you may find a certain combination of enchantments more useful in a given scenario than others.

    What I see happening is:
    Single target: (Wind -> Imperil ->) EnFire -> Earth -> Water -> Wind -> (Banish or Imperil) -> (EnBlizzard -> Earth -> Water -> Wind -> Banish) x2 -> BURST PHASE: (Up to two enchantments) -> Ivory Slash, ending in Ars Arcanum
    AoE: EnThunder -> Blitz -> Area Sweep -> TBD AoE spell -> BURST PHASE: EnThunder -> (Optional enchantment) -> Bladestorm, ending in Radiant Blade
    ... with abilities mostly saved for after enchantments and before Water or Sweep.

    Toss in Runic as a mitigation skill and some attack oGCDs (perhaps one that extends enchantments by 1 weaponskill for instance or something to encourage double-stacking) and bam, I think that's a pretty unique job right there, no?
    (0)
    Last edited by Archwizard; 10-01-2019 at 06:55 PM.

  9. #119
    Player
    Archwizard's Avatar
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    Archwizard Drake
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    Sargatanas
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    Red Mage Lv 100
    Few days old, but with regards to my previous post, a couple modifications to make could be:

    - Water no longer clears enchantments, but Wind consumes them to make spell charges
    - Either Earth or Water is a proc attack that extends active enchantments for an additional attack
    - "Spark" (like a certain sword-wielding enemy likes casting) as a single-target attack, Banish as perhaps a cleave?
    (0)
    Last edited by Archwizard; 10-14-2019 at 06:58 PM.

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