Quote Originally Posted by Lyth View Post
I don't play MNK nearly enough nowadays to have a sense of what problems it runs into.
I think the main problems with MNK are "Tornado Kick sucks" followed by "Six-sided Star sucks" and maybe "Enlightenment is useless when Howling Fist was way better for what Enlightenment is trying to do" and this is more of a "me" thing, but Brotherhood should affect all damage dealt and not just physical damage dealt...

Quote Originally Posted by Lyth View Post
The problem with combo systems is that they're very strict about order. The end result is that you can pretty much map out all your button presses for a given fight. There's this strange mentality in this game's playerbase that more combos and more rigid rotations make for more challenging gameplay, which is obviously false. If you can plan out your optimal next 1000 keypresses in advance, then you can train a monkey or clever robot to do the same. The appeal of resource-based jobs is that, when designed well, they should actually challenge your neocortex a bit. We absolutely don't need DRK to play more like PLD or GNB, and really speaking, the main reason to add a second combo is to add a second combo.
A good argument, but considering how most boss fights are scripted anyway(which is it's own debate by itself) the start of the argument is no longer a problem because of the script, and the rest of the argument doesn't follow the script and if you're not following the script and because the script doesn't allow enough deviation based on stats or even min. ilvl(again, another debate by itself), and the only resource based job that is actually well designed is probably Red Mage... and even that has to follow the script for boss fights...

Quote Originally Posted by Lyth View Post
Combos are just your background button presses in-between actual decisions. With DRK, there's only two ways to keep the resource-generation idea alive and have a two combo system. The first is to flip between a resource spending and a resource using combo. Heavensward did this, in a manner of speaking. The second is to flip between an MP generating and a blood generating combo. The second hasn't been tried yet, but it really relies on the amount of blood and MP generated at each step to be equivalent. If one combo generates more equivalent potency than the others, then you're just going to use the one combo.
So... Resource generating combo, and when you have enough 1 the necessary resources for 1 burst combo use it, but if that burst combo also generates another resource for a separate burst combo then you also use it... I could be interpreting that wrong though...

Though this idea does sound like my Dark Arts rework for Edge of Darkness/Shadow, Bloodspiller, Carve and Spit, Dark Passenger, Quietus, and Flood of Darkness/Shadow idea, just very different... I still like it though...

Quote Originally Posted by Lyth View Post
I think job action progression isn't all that important. The levelling system exists to incrementally introduce you to the job so that you don't get overwhelmed with all your actions at once. But with the advent of deep dungeons and skip potions, it's not all that important. There are restrictions, too. TBN has to be forever be introduced at 70, because of that story line. At the end of the day, it doesn't matter. Let's get DRK functioning at its best at max level, and we can worry about the levelling experience afterwards.
Yeah... Then we all remember Blue Mage exists and how THAT has a different progression system...