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  1. #1
    Player Seraphor's Avatar
    Join Date
    Feb 2018
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    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Actually, I can see a case for SAM.
    It's only the combo finishers that have unique effects, other than the two 2nd GCD's each applying a minor buff, so you could just have them as three buttons that cycle through the combo like Continuation, syncing up the first and second button presses so that you can switch between them on any given GCD, and apply the relevant Sen when completed. Meikyo Shisui could then fix each button at the last of the sequence until it's spent. My only issue is the discrepancy between the 3-combo Getsu/Ka and 2-combo Setsu finishers, and whether or not that would be too much to coordinate on the fly or if it would simply take a lot of getting used to.
    This could then make SAM's combo system markedly different to the other melee and free up space for some more focus on Hissatsu skills.

    I'm still not convinced about MNK and/or DRG though.
    You say "the issue is it's designed that way" but then, it IS designed that way. MNK is 100% based around it's combo system, with each discrete GCD having it's own positional, it's own unique effect, and two skills to manipulate your combo progression. Your whole focus is on what part of the combo you are in on any given GCD, and muscle memory is very important for it.
    I am all for making changes to some jobs, like SAM, to mix things up and create more variety between jobs, but in MNKs case, it's very much an intentional design choice, and by removing it's combo system you remove part of what makes it's specific job identity, and you also force MNK players to be constantly glancing at their hotbars to check what part of the combo they're on instead of relying purely on muscle memory. While this would be an issue for SAM only every 2nd or 3rd GCD, this would be an issue for MNK on every single GCD, while adjusting positions at the same time.

    DRG is it's own beast, and unfortunately I haven't played it enough recently to be familiar enough with it's nuances to to make a solid case. However I know from optimising my MCH bursts lately that counting which Heat Blast you're on is essential in not clipping your GCDs (you need to hit 5 Heat Blasts and know when your 6th GCD is up so that you can get a Split Shot/Drill/Anchor in your Wildfire window as well) If you lose count and you go to hit Heat Blast as your 6th GCD again, it will fail, and you will clip, and you will definitely not fit a 6th weaponskill into your Wildfire.
    You're watching your hotbar like a hawk at that burst moment, in order to hit your GCDs smoothly, and it requires markedly more focus than your 1-2-3 combo does. That's fine, it's a burst window, but it's not sustainable 100% of the time while also dealing mechanics.
    But my reservation is that doing this to DRG's entire combo system, would turn it's entire rotation into this same GCD counting, hotbar watching exercise that MCH's Hypercharge/Wildfire window is. Instead of allowing your muscle memory to keep track of your combo progress, you're constantly counting "1, 2, 3, 4, 5, 1, 2, 3, 4, 5..." and/or constantly staring at your hotbars instead of the battlefield.


    So I would say, in the interest of keeping jobs different and interesting:
    Consolidate SAM.
    Keep MNK as it is, it's combo system is it's signature.
    DRG is a beast of a combo system and if it needs consolidating, it also needs some concessions elsewhere or some kind of rework to allow for it.
    (0)
    Last edited by Seraphor; 02-20-2021 at 12:48 AM.

  2. #2
    Player
    Achantion's Avatar
    Join Date
    Feb 2021
    Location
    Limsa Lominsa
    Posts
    12
    Character
    Simon Malebranche
    World
    Cerberus
    Main Class
    Summoner Lv 80
    I don't think muscle memory is that different between 1-2-3 and 1-1-1. As such I don't see why it wouldn't be able to work with DRG.
    MNK would indeed require the most work to adept, because it's the most mechanically ingrained with the current system. On the flip side, MNK has been a mess for many years now and hasn't seen it's gameplay evolve since ARR, so maybe taking some more liberties here and re-imagining the whole job might be an option too.

    Either way, I'm only suggesting consolidation isn't bad when used to evolve the game. Because most people opposing it in here seem to think consolidation will result in simplification, which isn't necessarily true. Yet cry out every expansion when half their skill bar gets deleted, which is a direct result of NOT consolidating.
    (1)

  3. #3
    Player Seraphor's Avatar
    Join Date
    Feb 2018
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    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Achantion View Post
    I don't think muscle memory is that different between 1-2-3 and 1-1-1. As such I don't see why it wouldn't be able to work with DRG.
    MNK would indeed require the most work to adept, because it's the most mechanically ingrained with the current system. On the flip side, MNK has been a mess for many years now and hasn't seen it's gameplay evolve since ARR, so maybe taking some more liberties here and re-imagining the whole job might be an option too.

    Either way, I'm only suggesting consolidation isn't bad when used to evolve the game. Because most people opposing it in here seem to think consolidation will result in simplification, which isn't necessarily true. Yet cry out every expansion when half their skill bar gets deleted, which is a direct result of NOT consolidating.
    On the contrary, I've just explained why consolidation of those melee jobs actually makes them more complicated.
    With individual steps of the combo having unique effects, you need to keep track of where you are in the combo, and as I explained with MCH's Heast Blast 'combo', essentially a 1-1-1-1-1-2 combo with weaving, you need to make sure you're counting your GCDs. If you don't, you miss that last '2', dealing 1/6th less damage with Wildfire and clipping your GCD which knocks your damage output down, potentially unsyncing your rotation if you keep doing it.

    In other cases, muscle memory can do this for you, instead of counting 1-2-3, you're pressing X, Circle, Triangle, X, Circle Triangle... or whatever keys you've set them to. You know when you get to the last button in your sequence, you move your finger/thumb back to the start.
    With the combo all on one button, you need to count, constantly, in order to ensure that the specific skills in the combo line up properly.

    The reason this isn't an issue in PVP, is because PVP skills have been simplified to remove all of this nuance, so that you can focus on the battlefield, and react on the fly to your opponents and teammates actions, instead of executing a rote-learned and fixed rotation.
    (1)
    Last edited by Seraphor; 02-20-2021 at 02:03 AM.

  4. #4
    Player
    Deceptus's Avatar
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    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
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    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by Seraphor View Post
    I'm still not convinced about MNK and/or DRG though.
    You say "the issue is it's designed that way" but then, it IS designed that way. MNK is 100% based around it's combo system, with each discrete GCD having it's own positional, it's own unique effect, and two skills to manipulate your combo progression. Your whole focus is on what part of the combo you are in on any given GCD, and muscle memory is very important for it.
    Except you are wrong about monk as well.

    Monk DPS, outside of OGCD's has essentially two phases. The Buff Phase and the DPS phase.

    The buff phase could entirely be done via the flank if Demolish was changed to a flank move rather than a rear move and Snap Punch was changed to a Rear move instead of a flank.

    Resulting in the DPS phase being the rear.

    With a new rotation that looks like this:

    Dragon Kick > Twin Snakes > Demolish (Condensed to 1 button)
    Bootshine > True Strike > Snap Punch (Condensed to 1 button), repeat
    Dragon Kick > Twin Snakes > Demolish

    All your buffs line up.
    (0)
    Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
    Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
    Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]

  5. #5
    Player Seraphor's Avatar
    Join Date
    Feb 2018
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    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Deceptus View Post
    Except you are wrong about monk as well.

    Monk DPS, outside of OGCD's has essentially two phases. The Buff Phase and the DPS phase.

    The buff phase could entirely be done via the flank if Demolish was changed to a flank move rather than a rear move and Snap Punch was changed to a Rear move instead of a flank.

    Resulting in the DPS phase being the rear.

    With a new rotation that looks like this:

    Dragon Kick > Twin Snakes > Demolish (Condensed to 1 button)
    Bootshine > True Strike > Snap Punch (Condensed to 1 button), repeat
    Dragon Kick > Twin Snakes > Demolish

    All your buffs line up.
    Despite the fact that Demolish and Twin Snakes have different durations, what about Leaden Fist?
    And again, Perfect Balance and Form Shift. What are we doing with those? Just get rid of them? Do you understand why they exist?
    Monk can break it's combo system. For the opener, you could go Twin Snakes > Snap Punch > Snap Punch > Demolish > Dragon Kick > Bootshine. How would you manage that with consolidated combos?

    And even so, what I'm reading is "if you simplify the jobs so that you can consolidate the skills, then you can consolidate the skills." Well then they're not currently simple enough to consolidate are they? And you are therefore simplifying the jobs in order to consolidate them in one place and add in more complexity elsewhere.
    This isn't solving any issues, it's just moving the goalposts, and if you do this in order to add more skills in elsewhere, what would those skills do that would make it so much more interesting? And I'd like examples, not just "it doesn't matter, anything could be interesting, just some kind of mechanics." because those skills could also be boring. For over 2 years, until the recent rework Monk received in the last major patch, it had two OGCD's that were essentially useless. So those non-combo skills didn't add anything to the job at all.
    The fact that 6 buttons were used on this combo system didn't hold back the job design in any way, it still had room for additional skills to increase the jobs complexity, but they didn't do that.

    Monk is all about it's combos. This all sounds like "I don't like Monk, change it for me" without considering if the current iteration of Monk appeals to Monk mains or other people generally as it is.


    I've already given concession to Samurai. In fact I've even come around to thinking it would be a good idea, seeing as in my experience with SAM I haven't yet mastered using Third Eye properly due to it not being on my main xhotbar.
    However, consolidating SAM's combos would probably require a little simplification:
    Meikyo Shisui would have to be changed, in order to immediately progress each combo button to it's last step, and hold them there.
    The effects of Jinpu and Shifu would likely have to be homogenised into one buff, so that landing on the 2nd step of any combo would apply it. Maybe even give it 2 stacks so you still have to complete 2 combos to get the full effect. this wouldn't be too much of a detrimental change to it as the rotation is already all about steadily building up power.
    (3)
    Last edited by Seraphor; 02-20-2021 at 02:24 AM.

  6. #6
    Player
    Ultimatecalibur's Avatar
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    Jan 2014
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    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Seraphor View Post
    And again, Perfect Balance and Form Shift. What are we doing with those? Just get rid of them? Do you understand why they exist?
    Perfect Balance was created as a quick generation/regeneration button for Greased Lightning in ARR. If you really want to keep the burst function it has now, it could easily be replace with a more engaging burst (i.e. Blitzes) as has been suggested by multiple posters is the Dps Forums.

    Form shift was added to allow Monks to start combat/phases with a Formed Twin Snakes/Dragon Kick rather than a formless Bootshine. They could easily revert Form Shift back to its original Form cycling function which would allow Monks to cycle through the actions on their 2 combo buttons.
    (2)

  7. #7
    Player
    MsQi's Avatar
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    Mar 2018
    Location
    Gridania
    Posts
    2,126
    Character
    X'lota Qi
    World
    Lamia
    Main Class
    Bard Lv 100
    Quote Originally Posted by Deceptus View Post
    Except you are wrong about monk as well.

    Monk DPS, outside of OGCD's has essentially two phases. The Buff Phase and the DPS phase.

    The buff phase could entirely be done via the flank if Demolish was changed to a flank move rather than a rear move and Snap Punch was changed to a Rear move instead of a flank.

    Resulting in the DPS phase being the rear.

    With a new rotation that looks like this:

    Dragon Kick > Twin Snakes > Demolish (Condensed to 1 button)
    Bootshine > True Strike > Snap Punch (Condensed to 1 button), repeat
    Dragon Kick > Twin Snakes > Demolish

    All your buffs line up.
    Monk is designed to be able to switch between single and multi target mid cycle.
    (1)
    "A good RPG needs a healthy dose of imbalance."
    https://www.youtube.com/channel/UCuC365vjzBFmvbu6M7dB80A

  8. #8
    Player
    Jirah's Avatar
    Join Date
    Aug 2017
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    1,867
    Character
    Jira Dal'riata
    World
    Ultros
    Main Class
    Bard Lv 100
    Quote Originally Posted by Deceptus View Post
    Except you are wrong about monk as well.

    Monk DPS, outside of OGCD's has essentially two phases. The Buff Phase and the DPS phase.

    The buff phase could entirely be done via the flank if Demolish was changed to a flank move rather than a rear move and Snap Punch was changed to a Rear move instead of a flank.

    Resulting in the DPS phase being the rear.

    With a new rotation that looks like this:

    Dragon Kick > Twin Snakes > Demolish (Condensed to 1 button)
    Bootshine > True Strike > Snap Punch (Condensed to 1 button), repeat
    Dragon Kick > Twin Snakes > Demolish

    All your buffs line up.
    how the hell would formless fist work since most of those skills are trapped behind other skills. it would not work for monk without dumming the job down, its aoe maybe but still formless fist exists so
    (1)
    “Theirs really not much you can change with the MCH”
    -Live letter 66, 9/17/21

    Where is the ambition?

  9. #9
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
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    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Jirah View Post
    how the hell would formless fist work since most of those skills are trapped behind other skills. it would not work for monk without dumming the job down, its aoe maybe but still formless fist exists so
    Perfect Balance only exists right now as a burst phase and could do with a more engaging replacement and Form Shift could revert back to cycling through the various forms. Neither source of "Formless Fist" is a serious barrier to compressing the Monk's weaponskills.
    (1)

  10. #10
    Player
    Jirah's Avatar
    Join Date
    Aug 2017
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    1,867
    Character
    Jira Dal'riata
    World
    Ultros
    Main Class
    Bard Lv 100
    Quote Originally Posted by Ultimatecalibur View Post
    Perfect Balance only exists right now as a burst phase and could do with a more engaging replacement and Form Shift could revert back to cycling through the various forms. Neither source of "Formless Fist" is a serious barrier to compressing the Monk's weaponskills.
    Form Shift QoL change be reverted back to how it was seems reductive just to for the sake of condensing, Perfect balance is a burst phase and can be reajdusted to disregard Twin demo and the aoe resetting twin at FpF, having said all this MNK is still a bad example as ur never doing the same 1-2-3 twice so itll require to either be dumbed down and have a designated debuff/buff rotation or just leave MNK be focus on other skills that are bloat like the fists or role skills or its 3 Buff skills rather than trying to simplify its current rotation
    (1)
    “Theirs really not much you can change with the MCH”
    -Live letter 66, 9/17/21

    Where is the ambition?

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