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  1. #1
    Player
    NyneSwordz's Avatar
    Join Date
    Oct 2017
    Posts
    574
    Character
    Dugu Qiubai
    World
    Midgardsormr
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Nedkel View Post
    I would like to touch a war topic here, since its the job who is hurt the most in this expansion and left alone with its depth completely removed from him.

    First and foremost war needs more depth but also some potency shifted from IR windows to non-IR phase.
    Imo they should give us a GCD that will trigger after gauge usage, because it will be the only way to increase his damage outside the IR.
    For each 50 gauge used warrior is given a stack which could be used to execute GCD that deals 450 potency to the main target and 300 potency to the everything around him, each use of this skill extends the duration of storms eye by 15 second. Warrior could store up to 2 stacks and those stacks has no duration.

    It would make warrior gameplay a bit more interesting outside of IR, buff his damage a little and make storms eye less tedious to manage.
    It think they tried to move damage outside of ir with infuriate and inner chaos. I really don't like it though, because its way too bursty and doesnt do anything to alleviate how grossly uneven wars deal damage.

    I also don't like it thematically as its a powerful attack thats not useable within ir, which is supposed to be our burst window.

    I would rather they just straight get rid of inner chaos and buff fell cleave damage.
    (0)

  2. #2
    Player
    NyneSwordz's Avatar
    Join Date
    Oct 2017
    Posts
    574
    Character
    Dugu Qiubai
    World
    Midgardsormr
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Nedkel View Post
    I would like to touch a war topic here, since its the job who is hurt the most in this expansion and left alone with its depth completely removed from him.

    First and foremost war needs more depth but also some potency shifted from IR windows to non-IR phase.
    Imo they should give us a GCD that will trigger after gauge usage, because it will be the only way to increase his damage outside the IR.
    For each 50 gauge used warrior is given a stack which could be used to execute GCD that deals 450 potency to the main target and 300 potency to the everything around him, each use of this skill extends the duration of storms eye by 15 second. Warrior could store up to 2 stacks and those stacks has no duration.

    It would make warrior gameplay a bit more interesting outside of IR, buff his damage a little and make storms eye less tedious to manage.
    What you described is sorta how warrior used to work. Kinda. I like your idea tho.
    (0)

  3. #3
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    "But what about the Magic?"

    An open, modular stance-combo system is well and good, but where would the Dark Knight's spells such as Unleash and Unmend fit in?

    Originally, I had pegged AoE weaponskills within the 9-skills 3 basic stances would have.

    Thinking further on it, one of the more appealing parts of Dark Knight is the idea of mixing dark magic into swordplay, a more direct and less elegant analogue to Paladins and their magic kits.

    In this regard, we would have two specific AoE sets in the basic kit (But by no means the only ones)

    The Neutral-to-Neutral weaponskill and Unleash. The NtN would follow the "Grants a short term buff" to the Dark Knight we want the modular combo abilities to have. Unleash itself would be an MP based skill that enhances your weaponskills along with an upfront burst of energy. (Perhaps even a potential Dark Side mechanic)

    Spinning Slash
    Weaponskill - Neutral Posture
    Effect: Deliver an attack to enemies within 5y of the Dark Knight for X potency. The Dark Knight ends in the Neutral Posture.
    Bonus Effect: Grants the Dark Knight "Whirling Step" for 9 seconds, causing all single target weaponskills to also strike enemies within 5y of the primary target.

    Unleash
    Ability
    Cost: Some amount of MP
    Effect: Deals X unaspected potency to enemies within 5y of the Dark Knight.

    Potential Bonus A: Grants the Dark Knight "Blackblade". When weaponskills hit enemies, Blackblade deals an additional Y potency. Blackblade lasts for 3 weaponskills.

    Potential Bonus B: Grants 12 seconds of Darkside.

    Darkside does 'a thing'.

    Unmend, Abyssal Drain, and Stalwart Soul would follow a similar theme - Spells with an upfront burst and an auxillary effect, or, if going with a new Darkside Mechanic, contribute to its duration.
    (0)

  4. #4
    Player
    Aiph's Avatar
    Join Date
    Aug 2013
    Posts
    22
    Character
    Aiph Shuran
    World
    Aegis
    Main Class
    Conjurer Lv 80
    I just want DRK to have those 2 slots filled on my main hotbar.

    Over the 4 tank jobs, I’ve standardized the hotbar so that the buttons pretty much do the same thing (all my jobs have a similar setup so that it’s easier to play if I become out of practice on a job). The only differences are magic on PLD, GB combo on GB, how often a WAR can do his single and multi target resource using moves and DRK bar moves.

    In the end, PLD has one move too many (spills onto a 3rd controller hotbar and DRK has 2 moves - 1 a regular combo move - too few)
    (0)

  5. #5
    Player
    InfiniDragon's Avatar
    Join Date
    Nov 2011
    Location
    Ul'dah
    Posts
    230
    Character
    Blake Farrence
    World
    Ultros
    Main Class
    Dark Knight Lv 80
    Oh hey another tank disc--- oh wait. It's another "change Dark Knight" thread in disguise. ._.

    But since the point of this thread is talking about what they won't do, I've always wanted DRK to be the undisputed king of self heal. Make it like FF Tactics where they get sword magic (thanks SE for actually doing that for PLD with Confiteor as that move looks awesome), give them Sanguine Blade/Night Sword instead of this new bastardized Abyssal, lower that bad boy to 25-30 seconds and then actually give it good healing so they can constantly be healing themselves like Nascent Flash. Or, make Stalwart Soul heal you like Souleater does. Put Sole Survivor back on and make it have a decent cd. Make the Walking Dead state make all of your attacks heal you, so you can help with removing the state.

    As for the stance thing, it's kinda cool in theory. But I don't want them to actually visually change stances like Sieg does, because the reason he handles his greatsword like that is to compensate for the weapon's massive weight that trying to use a weapon like that would require (even still it's a fantasy so he's pulling off stuff that real people wouldn't), whereas we can handle greatswords in XIV more or less like a normal sword (aka Cloud-style anime speed), so the "weighted" stances wouldn't make much sense.
    (0)

  6. #6
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by InfiniDragon View Post
    Oh hey another tank disc--- oh wait. It's another "change Dark Knight" thread in disguise. ._.
    It started as an example in another thread.

    I'm more than willing to talk about other tanks in here if I get more than drive-by "It ain't gud anymore" comments.

    For instance, lets talk Gunbreaker.

    While I don't have any misgivings with the current implementation, there's so much room to expand it (and so many ways we know it won't go) that I hope it would do more than add more powder combos. Get some more kit interplay, as currently it is fairly linear. This itself adds some measure of pressure for uptime, as any time off the boss creates drift.

    The "Trigger" mechanic for example can be expanded, as well as adding not only having more flexible weaponskills (Powder skills don't interrupt your main combo for example) but have their effects differ depending on which combo you're currently in.

    Something like

    Burst Strike and Fated Circle grant "Trigger" for 9 seconds. Trigger allows the use of Continuation. Every 3 seconds, Trigger advances a stage, allowing a different use of Continuation.
    (0)
    Last edited by Kabooa; 10-26-2019 at 04:37 AM.

  7. #7
    Player
    InfiniDragon's Avatar
    Join Date
    Nov 2011
    Location
    Ul'dah
    Posts
    230
    Character
    Blake Farrence
    World
    Ultros
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Kabooa View Post
    It started as an example in another thread.

    I'm more than willing to talk about other tanks in here if I get more than drive-by "It ain't gud anymore" comments.

    For instance, lets talk Gunbreaker.

    While I don't have any misgivings with the current implementation, there's so much room to expand it (and so many ways we know it won't go) that I hope it would do more than add more powder combos. Get some more kit interplay, as currently it is fairly linear. This itself adds some measure of pressure for uptime, as any time off the boss creates drift.

    The "Trigger" mechanic for example can be expanded, as well as adding not only having more flexible weaponskills (Powder skills don't interrupt your main combo for example) but have their effects differ depending on which combo you're currently in.

    Something like

    Burst Strike and Fated Circle grant "Trigger" for 9 seconds. Trigger allows the use of Continuation. Every 3 seconds, Trigger advances a stage, allowing a different use of Continuation.
    It's tough for me to think of a way to change GNB because I really like what we have now, and don't have any expansions to compare past versions. But the only thing I can think of I'd like to see if there was actually a feasible way for XIV to properly implement it is the trigger pulls on attacks. It can't be an oGCD since it would be the return of the 4.0 DA everyone hated and not work so well on server ticks, but if there was a way it would be really cool to see the classic Squall mechanic in there.

    I do think the current Renzokuken, Continuation is a good trade though, feels really satisfying.
    (0)
    Last edited by InfiniDragon; 10-26-2019 at 03:50 PM.

  8. #8
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,995
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by InfiniDragon View Post
    It's tough for me to think of a way to change GNB because I really like what we have now, and don't have any expansions to compare past versions. But the only thing I can think of I'd like to see if there was actually a feasible way for XIV to properly implement it is the trigger pulls on attacks. It can't be an oGCD since it would be the return of the 4.0 DA everyone hated and not work so well on server ticks, but if there was a way it would be really cool to see the classic Squall mechanic in there.

    I do think the current Renzokuken, Continuation is a good trade though, feels really satisfying.
    Same. I have trouble imagining much to improve Renzokuken without relying on action combat elements (trigger while stabbing forward = increased stab speed = increased penetration; trigger while pulling the stab back and free from the enemy = extend the wound and recover from the strike more quickly, usually to combo that momentum into a hastened further strike). A half-second of imagining that with SE's netcode, server quality, and scarcity of server locations is probably enough to induce nightmares, or at least a headache... It'd have to change over to almost complete client trust, and would then have run a fine line between difficulty and reward as not to oblige PC players to optimize their use via hacking or gameplay-controlling 3rd party tools.
    (0)

  9. #9
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,995
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by InfiniDragon View Post
    Oh hey another tank disc--- oh wait. It's another "change Dark Knight" thread in disguise. ._.
    The twelve forbid anyone so much as use Dark Knight as an example for broader changes from which every tank could benefit...

    @Vampire DRK: Sounds good.
    @DRK Greatsword-wielding: But, is it for the best that they only arbitrarily follow physics? At least before there was a visual tell. Glow = sword was effectively lightened, which made sense then for Blood Weapon. The now-defunct Spinning Slash and Power Slash, on the other hand, still left mostly-reasonably-sized greatswords as they should be been. Would it be beneficial to acknowledge the weight of the sword to give it more visual oomph, and trade that for speed only when we have an excuse to do so (e.g. a soulfed blade)?
    (0)

  10. #10
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Lets talk a little about Paladins.

    The discussion with Dark Knight introduces a different modular stance concept, but in reality it's more of a state shift. The Dark Knight is shifting through States. While not too different from traditional 'stances', it's mostly focused on just one part of its kit - The Swordplay.

    Paladins are in a different boat. As Freeknights evolving from the Gladiator class, the Paladin is a job that can, thematically, make use of traditional stance systems of exclusionary specialization. A gladiator fights against a wide variety of enemies and deals with a wide variety of situations. As a Freeknight, they travel the realm, being broadened further.

    It only makes sense that the Paladin freeknight, coming from the Gladiator, has developed multiple fighting styles it shifts between while taking on enemies. So lets talk about that.

    First lets set a baseline. What is / isn't changed / excluded when a stance swaps.

    Emergency skills will not change based on stance. Hallowed Ground would be usable across all stances.

    Basic combo structure doesn't change. The A->B->C structure can remain.

    Offensive ability and reactive skills would change. Skills like Old Shield Bash, Spirits Within, Circle of Scorn, etc.

    Combo finishers will change. Skills such as Royal Authority, Rage of Halone, and so forth are given greater differentiation and then change as stances swap.

    A Gladiator starts with one stance - lets call it "Gladiator's Tempo". This is the equivalent of the old Sword Oath in concept. It focuses around quick and efficient sword attacks with a few tricks with the shield. Its benefits are about taking advantage of skills that hit multiple times by adding flat bonuses. To create cross stance incentive, that means we create bonuses that the other stances give to specific non-changing skills, that you then swap stances to take advantage of a combined effect.

    As an example: Rage of Halone is an attack that strikes for low damage multiple times. When you use this skill, you ideally want to be in Gladiator's Tempo.

    Royal Authority grants your next finisher a mirrored strike, where it is performed once more at reduced potency.

    A basic skill flow then is Royal Authority finisher -> Swapping to Gladiator's Tempo -> Rage of Halone.

    We compliment this incentive by having Stance exclusive OGCDs work on separate cooldowns. Your aim is to set up windows of stacking advantages before settling back into one Stance most appropriate to your current needs.
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