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  1. #1
    Player
    Fynlar's Avatar
    Join Date
    Jan 2014
    Posts
    2,999
    Character
    Fynlar Eira
    World
    Hyperion
    Main Class
    Red Mage Lv 100
    The simplest solution would be to just remove the damage from these skills and have them purely for mobility, but it’s true that it seems silly to slam into an enemy with your shoulder or weapon/shield and do no damage.
    Not any sillier than Repelling Shot requiring a target yet doing no damage tbh


    At the least, retreating moves should have no damage, simply to reduce all of the times people trying to maximize their DPS instead threw themselves off a platform or into an AOE. Dragoon is the meme king for it, but red mages with badly-aimed Displacement are a strong contender.
    This. There's too many instances where RDM literally can't use Displacement without killing themselves and I don't feel like that's fair to them.
    (0)

  2. #2
    Player
    wereotter's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    2,106
    Character
    Antony Gabbiani
    World
    Faerie
    Main Class
    Viper Lv 100
    I'm in favor of this. It's become better now that movement skills can stack, but for years there was the tradeoff on monk about using shoulder tackle to maximize damage or holding onto it because you knew you'd have to disengage from a boss and wanted to use it to get back in. Now you can just hold some of them and let the timer tick up so you can do both, but I would still just prefer to have 100 potency added to Elixir Field (for example) and Shoulder Tackle just used for movement.
    (1)

  3. #3
    Player
    Esmoire's Avatar
    Join Date
    Dec 2018
    Location
    Gold Saucer
    Posts
    1,173
    Character
    Mei Coincounter
    World
    Ultros
    Main Class
    Goldsmith Lv 100
    I do feel there is a lot of room for creativity with it.

    What they did this expansion is give a bunch of jobs multiple gap closer charges, so you can almost always hold one. I think this is a fine solution, but I don't think they had to copy + paste this across like 3 of the tanks.

    Other ways about it:
    • GCD gap closer, with a CD or otherwise. It kind of resolves itself by opportunity cost; if anything would need a higher potency.
    • As a modification of the above, roll it into a GCD already used. RDM is a good example, where I wouldn't mind if the first attack of the enchanted combo closed the gap for you.
    • Gap closer with a minimum distance. It's not worth it to make distance to use it, but when you actually have to get in it's basically always there for you. Has the baggage of being a button you might not use in some fights.
    • An existing solution I like is what they did with WAR. You spend a resource for it, but get what you pay for. It's the best at actually closing a gap when you have the gauge for it. Maybe tune it a bit next expansion but that aside.
    • Instant positional actions that don't use FFXIV's terrible ground targeting system. Elusive Jump is better than Shikuchi if not just because it's responsive.
    • Wouldn't mind if we had a melee job that charges forward like 15y but stopped on impact with an enemy.
    Either way I do not want them to go like... hey, we have this solution for the problem, let's apply it to 10 jobs. One of Shadowbringer's biggest problems IMO is excessive homogeneity. I get why that happens, because they found a solution that can solve a design problem that exists across jobs, or because it's easier to balance jobs that way, but I'd like more individual flavour and bold design decisions when it's reasonable.
    (1)

  4. #4
    Player
    ADVSS's Avatar
    Join Date
    Mar 2016
    Posts
    2,397
    Character
    Advent Shadowsoul
    World
    Zalera
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Esmoire View Post
    I do feel there is a lot of room for creativity with it.

    What they did this expansion is give a bunch of jobs multiple gap closer charges, so you can almost always hold one. I think this is a fine solution, but I don't think they had to copy + paste this across like 3 of the tanks.


    Either way I do not want them to go like... hey, we have this solution for the problem, let's apply it to 10 jobs. One of Shadowbringer's biggest problems IMO is excessive homogeneity. I get why that happens, because they found a solution that can solve a design problem that exists across jobs, or because it's easier to balance jobs that way, but I'd like more individual flavour and bold design decisions when it's reasonable.
    Yeah the homogeny is great in ShB. I think its like, they didnt want one specific line up to be better than any other line up in raids etc, and by doing so they inevitably made 1 specific line up better than any line up. Personally I am ok with class/job identity, but to be honest if they want every job to be able to perform the same or similar, this is what we get stuck with. Would like to see it differently, but i guess that ship sailed during Heavensward tbh. Some for the better(PLD getting buffed as a result of the oopsies) while others...not so much. Anyone play monk these days? havent seen one in DF since i resubbed
    (0)

  5. #5
    Player
    jamjeeshoul77's Avatar
    Join Date
    Aug 2020
    Posts
    120
    Character
    Duduno Wawawen
    World
    Faerie
    Main Class
    Black Mage Lv 70
    Quote Originally Posted by Waterscape View Post
    Play better then
    What’s your problem? Why the completely unneeded passive aggressive one liner?

    I addressed that in my post. I get that there’s a skill cap involved with deciding to save the ability for upcoming movement vs using it for dps, but I personally think there’s already enough “should I save this” stuff with party buffs, phase transitions, etc
    (2)

  6. #6
    Player
    Mirhd's Avatar
    Join Date
    Aug 2017
    Posts
    392
    Character
    Ellisuur Muur
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 90
    Seems more like a personal issue than anything, imo. "It exists, therefore I must use it!" I ignore them unless I need to move (Corps-a-corps aside, as mentioned), because that's what they're there for. If others think I'm trash for not using Plunge/Rough Divide/etc., whenever available, so be it - I couldn't care less.
    (0)

  7. #7
    Player
    Destati's Avatar
    Join Date
    Jul 2017
    Posts
    709
    Character
    Aoki Kha
    World
    Balmung
    Main Class
    Reaper Lv 100
    They did that with Repelling Shot, and I'm still rolling my eyes over how they removed the damage (and knockback?) from Fluid Aura. No. Thank you.
    (0)

  8. #8
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,974
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    As long as they've multiple charges, and especially if there's no perfectly syncable damage buff CD for them to be obliged into (Embolden, for instance, does not affect Corps a Corps, as it's merely physical damage), I prefer that damage remain a part of them so I actually have to use them occasionally. Yes, that's even true for Displacement.
    (0)

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