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  1. #1
    Player
    Launched's Avatar
    Join Date
    Aug 2013
    Posts
    628
    Character
    Rys Sol
    World
    Omega
    Main Class
    Warrior Lv 90
    You're really exaggerating how big these changes were. Nascent Flash feels a bit smoother when you just want to use it on yourself, but it's not like you couldn't already do that in group content (I'd hope your groups aren't dying often enough to leave no one alive to use it on). The extra Eye duration from Inner Release is just worth one extra Path every 3 minutes. You're not fitting a lot more Paths in and you're not getting a lot more gauge for Fell Cleave, you're just rearranging Path/Eye because it can stack up to 60s.
    (0)

  2. #2
    Player
    Hierro's Avatar
    Join Date
    Oct 2015
    Posts
    722
    Character
    Ziero Rehw-bidit
    World
    Malboro
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Launched View Post
    You're really exaggerating how big these changes were. Nascent Flash feels a bit smoother when you just want to use it on yourself, but it's not like you couldn't already do that in group content (I'd hope your groups aren't dying often enough to leave no one alive to use it on). The extra Eye duration from Inner Release is just worth one extra Path every 3 minutes. You're not fitting a lot more Paths in and you're not getting a lot more gauge for Fell Cleave, you're just rearranging Path/Eye because it can stack up to 60s.
    You're not getting it. The extra eye duration has nothing to do with how many paths you fit in or how you rearrange your eye/path ratios. It's about making gameplay easier. For example, you apply eye at your opener, IR, and such-- then as upheaval comes off cooldown, you're in the midst of juggling between NF, upheaval, and eye reapplication. That's one too many things going on. Thanks to the extra duration from IR's eye buff, those windows of clipping upheaval and eye reapplication no longer occurs. Then, if you have some odd amount of time on your eye, and IR's coming up, you don't even worry about it anymore. You just IR, and you'll be assured nothing falls off and you can reapply eye after IR without a single issue.

    These changes are quality of life, and they're so impactful in that regard. It FEELS good. Really good.
    (3)

  3. #3
    Player
    Sqwall's Avatar
    Join Date
    Jun 2013
    Posts
    844
    Character
    Sqwall Lionheart
    World
    Diabolos
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Hierro View Post
    You're not getting it. The extra eye duration has nothing to do with how many paths you fit in or how you rearrange your eye/path ratios. It's about making gameplay easier. For example, you apply eye at your opener, IR, and such-- then as upheaval comes off cooldown, you're in the midst of juggling between NF, upheaval, and eye reapplication. That's one too many things going on. Thanks to the extra duration from IR's eye buff, those windows of clipping upheaval and eye reapplication no longer occurs. Then, if you have some odd amount of time on your eye, and IR's coming up, you don't even worry about it anymore. You just IR, and you'll be assured nothing falls off and you can reapply eye after IR without a single issue.

    These changes are quality of life, and they're so impactful in that regard. It FEELS good. Really good.
    I felt the same way when I heard about the new longer duration for eye buff. Yes I was excited about more path heals (slightly), and more Fell Cleave and infuriate cool down reductions. But I think the real winner hear is 1 min of up time on eye buff. That is just a huge amount of breathing room. For a tank, this is QOL that is most welcome.

    Nascent 5.3 just makes things even more simpler. I don't think warrior is dumber to play. In fact I think it requires more thought more then ever. Before you were stuck to a very strict combo rotation to keep eye buff up at all times. Now you are truly free to make decisions based on the moment to moment game play. For a tank that is invaluable QoL.

    PLD and GNB have the most strict rotations of all the tanks, and when I play PLD it feels like I'm unable to deviate at all from my rotation. Especially during Req magic burst phase or miss my confiteor as well as Goring buff falling off if I take to long spamming atonement. Gotta keep that goring buff roloing.

    Same for GNB trying to fit your continuation combo in your Bloodfest + No Mercy + Bow Shock + Sonic Break + Blasting Zone + Continuation Combo + Burst Strike + 1-2-3 combo + Burst Strike. It's very tight but can be done if you weave like a mofo.

    DRK and WAR have a less restricted game play as you have a ton of time on your damage buff, especially during your burst phases.
    (0)
    Last edited by Sqwall; 08-17-2020 at 11:08 PM.

  4. #4
    Player
    Juzjuzz's Avatar
    Join Date
    Jul 2019
    Posts
    382
    Character
    J'uzo Okita
    World
    Louisoix
    Main Class
    Gunbreaker Lv 90
    The changes are nice indeed buts it's not incredible. Warrior from 5.2 war almost the same as now and i'm still wondering why war is still the only tank without a "normal" gapcloser (it's like pld in stormblood lmao, war doesnt NEED a gapcloser but it's frustrating to not have one).
    (0)

  5. #5
    Player
    Brandedblade's Avatar
    Join Date
    Nov 2017
    Location
    Limsa Lominsa
    Posts
    841
    Character
    Gunther Frey
    World
    Balmung
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Absurdity View Post
    I'm certainly not complaining about the changes but they're just that, simple QoL changes. People seem to be overhyping it as if warrior got 500 dps added to it and Nascent suddenly allows you to outheal everything yourself.
    Why can't people be hyped that their class plays smoother even if it didnt really affect the classes damage output? People are allowed to enjoy the gameplay flow more then the numbers a class puts out?
    (1)

  6. #6
    Player
    MaraD_'s Avatar
    Join Date
    May 2019
    Posts
    290
    Character
    Hede Devaul
    World
    Mateus
    Main Class
    Fisher Lv 80
    Technically at the end of the fight, remaining gauge can be spent into the gap closer for more DPS. So any more beast gauge is a DPS increase, its just that the DPS increase is mostly tiny by the end of a long fight.
    (1)

  7. #7
    Player
    Brandedblade's Avatar
    Join Date
    Nov 2017
    Location
    Limsa Lominsa
    Posts
    841
    Character
    Gunther Frey
    World
    Balmung
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Vyrerus View Post
    So the OP skipped WAR when it was in the apex of its life cycle from 2.1 until 4.0... smh.
    so? I personally didnt like warrior when the optimal gameplay behind it didnt include taking advantage of all the cool mechanics warrior had for tanking, like how inner beast would basically be a nigh-on-demand heal and damage mitigation cooldown.
    (0)

  8. #8
    Player
    NyneSwordz's Avatar
    Join Date
    Oct 2017
    Posts
    574
    Character
    Dugu Qiubai
    World
    Midgardsormr
    Main Class
    Marauder Lv 90
    Yeah it's much better now that nascent flash party restriction is gone. Still gonna use a macro for it to target party members or npcs or whatever. But it feels good. Here's hoping they do the same for pvp.

    I also wish they would stop adding new actions tbh. Because at this point, they don't really add anything. They just take away old actions and give them back. I would be happy if they kept wars like this for pve. For pvp, just change nascent flash it would be near perfect.
    (0)

  9. #9
    Player
    BarretOblivion's Avatar
    Join Date
    Jun 2017
    Posts
    429
    Character
    Tamamo Cat
    World
    Hyperion
    Main Class
    Gunbreaker Lv 100
    The Nascent flash change was fine.
    The duration change, made wierd moments where you are about to drop eye duration but have IR coming up feel better is fine.
    These changes were QoL changes.
    They DID NOT fix the job though. The core of WAR 5.0 is still rotten and bare. This did not change a slow boring gameplay the moment IR went on cooldown to be funner or more engaging. The DPS increse is only 130 or so, didn't really help WAR standout over GNB or PLD so don't expect WAR play to increase much outside of some salty DRKs swapping over.
    This is like pruning up a dumpster full of trash. Sure, it looks better, but doesn't change what it is at its core.
    (5)

  10. #10
    Player
    Hierro's Avatar
    Join Date
    Oct 2015
    Posts
    722
    Character
    Ziero Rehw-bidit
    World
    Malboro
    Main Class
    Warrior Lv 100
    Quote Originally Posted by BarretOblivion View Post
    The Nascent flash change was fine.
    The duration change, made wierd moments where you are about to drop eye duration but have IR coming up feel better is fine.
    These changes were QoL changes.
    They DID NOT fix the job though. The core of WAR 5.0 is still rotten and bare. This did not change a slow boring gameplay the moment IR went on cooldown to be funner or more engaging. The DPS increse is only 130 or so, didn't really help WAR standout over GNB or PLD so don't expect WAR play to increase much outside of some salty DRKs swapping over.
    This is like pruning up a dumpster full of trash. Sure, it looks better, but doesn't change what it is at its core.
    Some people like the core, thank you very much.
    (3)

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