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  1. #221
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,482
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Shurrikhan View Post
    Its upkeep mechanic does not require a separate button. You could as easily have it activate automatically when first you enter Umbral or Astral.

    If you wanted it to then remain exactly as is, you have its activation inflict a debuff preventing activation for 30 seconds.

    Otherwise, dropping Astral or Umbral just removes progress towards your next Foul/Xeno while locking you out of Fire IV and Blizzard IV. Voila, a far more intuitive Enochian that doesn't cripple any riskier play on the ill-timed lag spike.
    Ah, it's fair then! I got the impression that the poster wanted the removal of the mechanic as in baking in Enochian as a passive bonus.
    (0)

  2. #222
    Player
    Semirhage's Avatar
    Join Date
    May 2015
    Posts
    1,704
    Character
    Nemene Damendar
    World
    Midgardsormr
    Main Class
    Red Mage Lv 90
    This is a feely change that will absolutely not get implemented, but I'd love it if they did something about Red Mage autoattacks and criticals or direct hits. There's definitely an eyeroll factor when you're doing your melee combo, and you see Scorch only do ~80k damage because it didn't get a DH or a crit, and then that number has a 97! excitedly jump in front of it...because the stupid puny no-strength mage autoattack took it instead.
    (1)

  3. #223
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,209
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    Machinist (MCH)

    I like the hypercharge gauge with the heat blast mechanic. It feels pretty nice to consistently fire attacks nonstop.
    I like but also dislike Wildfire - as a Single Target skill under heat blast, it basically makes or breaks our damage.
    Drill is nice, hits hard and has a low cooldown.

    To be honest, I'm not a big fan of Air Anchor only giving a small amount of battery gauge. Sometimes, if there is a lot of enemies to AoE down, you wouldn't be using your 700 potency AoE attack, which also means you wouldn't be generating battery gauge either ... Perhaps changing Air Anchor to be a 700 potency attack with a splash damage at 50% on all the other surrounding enemies in addition to gaining battery would make it feel a lot better. Air Anchor looks like an AoE skill too rather than a single target skill in my opinion.

    Flamethrower - change into a skill that does more damage under Bioblaster, kinda like a combo effect where a bioblaster DoT will cause Flamethrower to apply an extra DoT. As it is currently, Flamethrower doesn't get used for its full duration since it's slightly weaker than using our AoE (which also gets 5 points into our gauge), which is a shame considering how nice the animation looks. However, it also forces the character to remain at a standstill, which goes against what most people assume a ranged DPS would have - full mobility.

    Monk (MNK):
    Get a more fully developed chakra gauge - use different chi attacks based on the gauge, or have the gauge transition into enabling better chi attacks. As for chi attacks, we could have a couple of them, ranging from a melee DoT (Touch of Death revamped), regular ranged AoE, a big finisher ranged AoE, a Single target attack , a single target finisher attack

    Anatman - I like the animation and the pose, but I don't see it being used outside of downtime - how about turning it into a channeling skill that gives multiple buffs to the monk instead, where the channeling effect acts similar to Collective Unconscious's channeling effect that it renews the existing buffs' original duration until you cancel it or until the duration of the channel expires? Afterward, the buff itself will start counting down naturally. That way, the skill can be used instantly during combat, but can also be used in downtime to activate the skill ahead of time. Anatman has a special meaning, and unlocking it at Lv 78 speaks volumes about what this skill was initially intended to do - pause the spread of light and keep the self stable / contained, transcending the self outside the constraints of the body. In more detail, the self would refer to the 3 souls and 7 spirits. I wanted Anatman to live up to its name since the current skill's effect doesn't do it true justice.

    As for the buffs themselves, Anatman can give a 15 second buff that does the following:
    1. Activates all 3 fist stances passive effects (Damage up, Defense up, Movement Speed up)
    2. Increase damage and a regeneration buff to self
    3. Remove the chakra consumption requirements for actions that use the chakra gauge [7 stacks] - Similar to Inner Release

    I think a change like this to Anatman, coupled with a developed Chakra Gauge and chi skills other than just Enlightenment and Forbidden Chakra, would make this job very enjoyable.
    (0)
    Last edited by AnotherPerson; 07-01-2021 at 11:12 PM.

  4. #224
    Player
    Warlyx's Avatar
    Join Date
    May 2011
    Posts
    3,065
    Character
    Warlyx Arada
    World
    Moogle
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Raikai View Post
    Enochian is a button because the upkeep is part of the challenge of a BLM.

    I can see they adding a trait to add 5 extra seconds to it at best, or another way to refresh it, but not removing altogether.
    look at life of the dragoon 30s duration 30s cd....its meaningless nowadays...enochian is like that
    (0)

  5. #225
    Player
    CKNovel's Avatar
    Join Date
    Aug 2019
    Posts
    1,915
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by AnotherPerson View Post
    To be honest, I'm not a big fan of Air Anchor only giving a small amount of battery gauge. Sometimes, if there is a lot of enemies to AoE down, you wouldn't be using your 700 potency AoE attack, which also means you wouldn't be generating battery gauge either ... Perhaps changing Air Anchor to be a 700 potency attack with a splash damage at 50% on all the other surrounding enemies in addition to gaining battery would make it feel a lot better. Air Anchor looks like an AoE skill too rather than a single target skill in my opinion.

    Flamethrower - change into a skill that does more damage under Bioblaster, kinda like a combo effect where a bioblaster DoT will cause Flamethrower to apply an extra DoT. As it is currently, Flamethrower doesn't get used for its full duration since it's slightly weaker than using our AoE (which also gets 5 points into our gauge), which is a shame considering how nice the animation looks. However, it also forces the character to remain at a standstill, which goes against what most people assume a ranged DPS would have - full mobility.
    Air Anchor - Good idea, a lot of people want to have an AoE version of it when we can simply slap the both on a single button rather than waste a skill slot when MCH desperately needs buttons.

    Flamethrower - Wouldn't work. Or at least it would in dungeon but if you want to make it a viable Single Target option.
    When it comes to AoE, Flamethrower is already used like this. The DPS from MCH aoes comes like this: Bio Blaster > Auto Cross Bow > Flamethrower > Spread shot.
    It's meant to be used when you don't have Bio Blaster ready or ACB available. Creating a synergy between Bio Blaster and Flamethrower would simply swap the priority between FT and ACB.

    Current Flamethrower problem it's that it is a dungeon skill when it's supposed to be a core MCH ability. And staying immobile for 10 seconds is not a good idea no matter the content.
    No button should be "Press and lift your hands off you keyboard for 10s". Flamethrower is just that.
    (1)

  6. #226
    Player
    Stormfur's Avatar
    Join Date
    May 2014
    Location
    The World of Darkness
    Posts
    2,799
    Character
    Hex Pathcrosser
    World
    Leviathan
    Main Class
    Dragoon Lv 72
    I want Grenado back.
    (2)

  7. #227
    Player
    Jirah's Avatar
    Join Date
    Aug 2017
    Posts
    1,867
    Character
    Jira Dal'riata
    World
    Ultros
    Main Class
    Bard Lv 100
    Quote Originally Posted by CKNovel View Post
    Air Anchor - Good idea, a lot of people want to have an AoE version of it when we can simply slap the both on a single button rather than waste a skill slot when MCH desperately needs buttons.
    I believe I said new MCH mains have some of the worst ideas for MCH, and I still stand by this but the splash damage would be a fine idea somwhat. Among other ludicrous statements ,turrets don’t have a aoe option so making a aoe for a predominantly single-target mechanic is pointless for a already reductive job that doesn’t need more filler. There’s yet again, not interplay between aoeing with battery as theirs just awkward payoff to 1 target. But again this is assuming there’s no new turret

    I’ll be damned if MCH only gets a aoe turret somthing they freaking removed in 5.0! It’s not a horrid addition just devious to remove a skill and add it back for “new skill points” and without Invul hypercharge or overload or promotion it’s a flashy replacement but ultimately is inferior to its past incarnations. I should Necro a few posts for MCH because the theirs a high chance it’ll stagnate in 6.0
    (1)

  8. #228
    Player
    Dracian's Avatar
    Join Date
    Oct 2014
    Posts
    31
    Character
    Dracian Ebonheart
    World
    Cactuar
    Main Class
    Machinist Lv 80
    Quote Originally Posted by AnotherPerson View Post
    Machinist (MCH)

    I like the hypercharge gauge with the heat blast mechanic. It feels pretty nice to consistently fire attacks nonstop.
    I like but also dislike Wildfire - as a Single Target skill under heat blast, it basically makes or breaks our damage.
    Drill is nice, hits hard and has a low cooldown.

    To be honest, I'm not a big fan of Air Anchor only giving a small amount of battery gauge. Sometimes, if there is a lot of enemies to AoE down, you wouldn't be using your 700 potency AoE attack, which also means you wouldn't be generating battery gauge either ... Perhaps changing Air Anchor to be a 700 potency attack with a splash damage at 50% on all the other surrounding enemies in addition to gaining battery would make it feel a lot better. Air Anchor looks like an AoE skill too rather than a single target skill in my opinion.

    Flamethrower - change into a skill that does more damage under Bioblaster, kinda like a combo effect where a bioblaster DoT will cause Flamethrower to apply an extra DoT. As it is currently, Flamethrower doesn't get used for its full duration since it's slightly weaker than using our AoE (which also gets 5 points into our gauge), which is a shame considering how nice the animation looks. However, it also forces the character to remain at a standstill, which goes against what most people assume a ranged DPS would have - full mobility.
    Could you explain more what you mean about Wildfire making or breaking your damage? Are you talking about latency affecting how many abilities you get off?

    Other than that, I like your suggestions a lot! Especially having flamethrower react with Bioblaster. Considering all of the targets would be poisoned, burning them for extra damage just makes a ton of sense.
    (0)

  9. #229
    Player
    CKNovel's Avatar
    Join Date
    Aug 2019
    Posts
    1,915
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Jirah View Post
    I believe I said new MCH mains have some of the worst ideas for MCH, and I still stand by this but the splash damage would be a fine idea somwhat. Among other ludicrous statements ,turrets don’t have a aoe option so making a aoe for a predominantly single-target mechanic is pointless for a already reductive job that doesn’t need more filler. There’s yet again, not interplay between aoeing with battery as theirs just awkward payoff to 1 target. But again this is assuming there’s no new turret

    I’ll be damned if MCH only gets a aoe turret somthing they freaking removed in 5.0! It’s not a horrid addition just devious to remove a skill and add it back for “new skill points” and without Invul hypercharge or overload or promotion it’s a flashy replacement but ultimately is inferior to its past incarnations. I should Necro a few posts for MCH because the theirs a high chance it’ll stagnate in 6.0
    I still like my idea about an AoE skill that is casted by the MCH on the Queen location.
    But at worse, the Queen has the Bishop animation around it (at least in the job action), at some point SQEX probably intended to give the Queen AoE damage.

    MCH is the job that needs to evolve the most and that does not need a rework. I still maintain the idea that the current iteration is the best and that HW popularity is mainly fueled by Nostalgia, unless you were playing for the rDPS part.

    Overall, yes... Many have quirky ideas that I cannot understand the point or what it would add to the game. Not judging but asking for higher mobility or tools to move feels as useful as salting the sea.
    It's especially frustrating when looking at the MCH that needs a lot of new things and a lot of reworked abilities (Wildfire/Flamethrower...) but an expansion won't be enough to finally have a complete MCH, maybe in 7.0 it will finally feel complete.
    (1)

  10. #230
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,867
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Jirah View Post
    I believe I said new MCH mains have some of the worst ideas for MCH.
    Wait, people who were attracted by hitting 1-2-3 and CD-on-refresh oGCD whack-a-mole in repetitive cycles aren't likely to create ideas for meaningfully engaging with or iterating on past avenues of depth for MCH. I am shocked. /s

    As for the Bishop/Rook or similar turret distinctions, I feel that's more an issue of their mechanics having lacked any sort of crossover or ability for setup or capitalization.

    For instance, imagine if Rook's primary passive mechanic were Tracer Fire, which increases the damage of the next two physical-damage shots (including that of the Rook's Tracer Fire itself) against enemies struck, by a flat potency bump (your potency in both cases -- no partial-value "pet potency" BS). The Rook itself ramps up attack speed over time with each consecutive shot against the same target.

    Now, let's say Rook has a Full Fusillade (spitball name) ability, by which it fires at 5x speed, but in a tight cone centered on the target instead of guaranteeing hits against the target. Maybe it imitates a series of skillshots, or maybe it just has a %chance to miss, but in either case shots that do not strike the main target have a chance to hit enemies nearby. Voila, they're all affected by Tracer Fire, which you can meaningfully follow up on with Spread Shot.

    Similarly, what if Wildfire were literally just your Bishop sacrifice skill, as it is, after all, coating your enemy in aetheric oil to be detonated. Make Wildfire's detonation at least 50% AoE also, sure, but something like that would give far more cross-play (more meaningful choices for either turret in both single- and multi-target situations).
    (4)

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