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  1. #101
    Player
    GlitchyComic's Avatar
    Join Date
    Mar 2021
    Posts
    3
    Character
    Miraaj Aqiir
    World
    Siren
    Main Class
    Red Mage Lv 90
    Here's what I would like to see:

    Mana Burn: Trait that adds an additional affect to Enchanted Reprise: When Black and White Mana are Unbalanced, increase potency and spend an additional 5 Mana of the higher color.

    Enhanced Moulinet: Trait that adds stacks of Ardor when using Enchanted Moulinet. Each stack increases potency of the next weaponskill, all stacks removed if any move other than Enchanted Moulinet or VerMeteor is used.

    VerMeteor: Replaces Impact while player has stacks of Ardor. Instant cast that removes all stacks of Ardor and deals AoE damage based on the number of stacks of Ardor it removes. Possibly increases B/W mana.

    Make Embolden affect all damage for allies, not just physical.
    (2)

  2. #102
    Player
    NYCLouisGamer's Avatar
    Join Date
    Apr 2021
    Posts
    72
    Character
    Nyclouisgamer Alto
    World
    Golem
    Main Class
    Astrologian Lv 57
    I am seeing a similar theme pop up for RDM changes/wishlist: Some sort of benefit to being Unbalanced.

    I agree. It would add nice depth to an already well-designed RDM combat mechanic if there would be more instances where you trigger an ability/utility from being all Black Mana or all White Mana. It would still be generally bad but have niche situations where you would want to be Unbalanced.
    (0)

  3. #103
    Player
    Daws's Avatar
    Join Date
    Jul 2015
    Location
    Kugane
    Posts
    67
    Character
    Midnight Risk
    World
    Faerie
    Main Class
    Pictomancer Lv 100
    + More runes cause Wanda.
    + An aoe melee combo finisher. Perhaps Moulinet triggers it and modifies the existing melee buttons (save on keybind headaches).
    ? What if RDM had a dot? Make rotation more interesting? A chore? Meh?
    ? On the unbalanced benefit thing...what if RDMs got a new cd whose effect changed based on your higher mana type. Doesn't work if in balance.
    (0)
    “There are no rules of architecture for a castle in the clouds.”

  4. #104
    Player
    StriderShinryu's Avatar
    Join Date
    Sep 2015
    Location
    Coeurl
    Posts
    1,298
    Character
    Alexalea Snowsong
    World
    Coeurl
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Daws View Post
    + More runes cause Wanda.
    + An aoe melee combo finisher. Perhaps Moulinet triggers it and modifies the existing melee buttons (save on keybind headaches).
    ? What if RDM had a dot? Make rotation more interesting? A chore? Meh?
    ? On the unbalanced benefit thing...what if RDMs got a new cd whose effect changed based on your higher mana type. Doesn't work if in balance.
    No DoTs, please. One of the reasons I like RDM is because it's one of the classes that doesn't involve baby sitting DoTs. And if there's no "baby sitting" involved, if there's no additional wrinkle to the gameplay because of it, and it's just baked into part of the regular rotation then it doesn't really add or change anything.

    I'm not sure what to do about the unbalanced mana benefit myself. On one hand, I can understand wanting some sort of fun tool to make use of or even just correct a mana imbalance. But on the other hand, intentionally choosing to throw your mana out of balance feels like it runs counter to the whole design of the job in the first place. If you need to, say, imbalance white mana to access some sort of powerful ability as part of the intended play of the job it would just feel wrong. But if it's just an additional tool to help balance out your mana if you get too far ahead it might feel inconsequential and overly situational. Like "Hey, I got this cool new skill! ... that I never see because it's too situational to use 99% of the time!" That was one of the biggest issues that led to Monk not feeling great to play. The best I could see for this is to just have some sort of balancing effect added to an ability we already have.

    One thing that could be interesting is to have our raise and cure impact our Mana balance in some way. I'm not sure how it would work exactly but it's always felt a little off that we can do what some would consider the most powerful thing in the game, chain rez, and yet it doesn't impact our accumulation of mana at all. More of a lore bit than a gameplay bit, but it feels weird.
    (1)

  5. #105
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by StriderShinryu View Post
    No DoTs, please. One of the reasons I like RDM is because it's one of the classes that doesn't involve baby sitting DoTs. And if there's no "baby sitting" involved, if there's no additional wrinkle to the gameplay because of it, and it's just baked into part of the regular rotation then it doesn't really add or change anything.
    To be fair there is a good argument for DoTs on Red Mage. Each tick could also generate Mana over time. This doesn’t mean Red Mage needs a 100% upkeep DoT, but it could use one as a finisher to their burst (akin to what you see on GNB and NIN) or as a tool to avoid over capping for the purpose of aligning raid buffs. That is the only way I would expect them to ever get one. I would expect other acceleration and management tools to be added long before it would see implementation, but it does serve a legitimate purpose with a little thought put in.
    (0)
    Last edited by Grimoire-M; 05-22-2021 at 12:15 PM.

  6. #106
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,160
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Grimoire-M View Post
    To be fair there is a good argument for DoTs on Red Mage. Each tick could also generate Mana over time.
    I dislike the idea of adding a DoT and I dislike it even more if we add mana per tick to it. We're already doing quick +9s and +11s in our heads per cast. I loathe the idea of also having to take into account "this three tick DoT will give me +9 but I won't see the whole +9 until 9 seconds from the time I cast it, so when I cast a spell three seconds from now I have to remember there are still 6 mana coming and then when I cast the next spell after that there might still be 3 mana incoming". Or, "if I have to clip this longer DoT, how much mana am I actually going to end up with?"
    (6)

  7. #107
    Player
    Ultaniku's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    418
    Character
    Jojo Ryder
    World
    Famfrit
    Main Class
    Warrior Lv 97
    Not necessarily a gameplay change but I would like to see the inclusion of water/ice spells to their kits seeing as they use the elements from white and black mage. I’d like those to be included visually.
    (0)

  8. #108
    Player
    Cithaerias_pyropina's Avatar
    Join Date
    Jan 2020
    Location
    Warrior
    Posts
    365
    Character
    Qynden Peltier
    World
    Cactuar
    Main Class
    Warrior Lv 100
    An ability that lets you use enchanted weaponskills without needing or expending mana.
    (0)

  9. #109
    Player
    Wayfinder3's Avatar
    Join Date
    Jul 2016
    Location
    The Crystarium
    Posts
    400
    Character
    Sora Belle
    World
    Faerie
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Cithaerias_pyropina View Post
    An ability that lets you use enchanted weaponskills without needing or expending mana.
    I agree with this, i think the rdm melee combo being structured similarly to Gunbreakers continuation and being ignorant of B/W mana would do wonder for the jobs burst. then they can give rdm a Fell Cleave esk mechanic to abuse the B/W mana gauge that does X-potency every 50 or B/W mana. Remove the rng mechanic from the jobs spells would also be nice and make accelerate an infuriate instead of a skill used to proc your short casted spells would just bring everything together nicely when optimizing. bonus points if the fell cleave type skill is an instant cast and functioned as a free action a kin to Xenoglossy.

    i just really would like them to get rid of the rng spells, and make the melee combo a set cool down of 30/60 secs while adjusting potencies accordingly. Embolden should be neutral damage as well and more weaponskills that promote sword play in the same vain as reprise could go a long way. realistically speaking, i suspect it'll be a small predictable add on to the established playstyle of balancing a completely innocuous resource that exist because all jobs need a gauge, rather than those gauges actually being needed for all jobs.
    (0)
    "This is what lights the darkness. A chance to make everyone happy!"
    —Sora

  10. #110
    Player
    NYCLouisGamer's Avatar
    Join Date
    Apr 2021
    Posts
    72
    Character
    Nyclouisgamer Alto
    World
    Golem
    Main Class
    Astrologian Lv 57
    Quote Originally Posted by Cled-cat View Post
    As for new abilities, I can only think of one thing that’ll really complete RDM and make it feel perfect; an AoE finisher spell. I’d love VerFlood
    VerFlood. I love this. SE, please make this happen.
    (1)

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