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  1. #1
    Player
    ThorneDynasty's Avatar
    Join Date
    Oct 2021
    Posts
    817
    Character
    Gisela Thorne
    World
    Zodiark
    Main Class
    Black Mage Lv 100
    I'd really prefer if Dark Mind had a feedback effect similar to TBN breaking when used against a magic attack, instead of being a flat thirty. Doesn't really matter what it is, it just should feel satisfying or at least immediately obvious when you used it correctly.
    (1)

  2. #2
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,697
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by ThorneDynasty View Post
    I'd really prefer if Dark Mind had a feedback effect similar to TBN breaking when used against a magic attack, instead of being a flat thirty. Doesn't really matter what it is, it just should feel satisfying or at least immediately obvious when you used it correctly.
    The simplest solution would them just straight up changing the damage taken color based on damage type.

    It has already been done by the modding community by using packet data the game literally sends to your client and adding a colour filter based on the type being physical, magical or breath (dubbed Dark damage in the west). This requires zero additional QnA, so as much as I respect the developers if some hobby coders can do this, they should pull through and add it already.

    They axed the ability to use markers mid combat in favour of having waymark sets and additional waymarks, to at least half emulate the Paisly Park plugin, yet to this day we've yet to see:

    - identifiers of damage types in damage text
    - the ability to see shields in your parameter HP bar, which they only added in the party UI
    - the function to split your MP from HP and hide it separately, which they did with buffs and debuffs for a while now
    - the ability to see what class someone is without having to see their physical weapon, animations or by examining (job icons in nameplates) (this feature is infinitely more relevant in 24mans or Adventuring Forays like Bozja, but would benefit generally)
    - option to fold combos into one button, similar to pvp combos, with the Endwalker Gnashing Fang combo in PVE becoming exactly that

    And many more seriously great QoL things developed by 3rd parties. Like damn man, would it hurt the pride of the dev team this much to sit down with the modders and make objectively great QoL as features, so console players can enjoy it too? God pay them if you have to to get around law issues.
    (1)
    Last edited by Reinhardt_Azureheim; 11-17-2021 at 01:40 PM.

  3. #3
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
    Location
    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Reinhardt_Azureheim View Post
    The simplest solution would them just straight up changing the damage taken color based on damage type.
    Hopefully they would do more than this.
    I can't keep up with the text box when in combat.
    (0)

  4. #4
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    I think that the design around raidwides is nonsensical at best. I can understand that if you're going to give every job the same action, then you just make it a role action, like Reprisal. But then you've got Dark Missionary and Heart of Light, which are magic only, identical to each other, and objectively worse. Meanwhile, the ARR era tanks have big barrier shields that are on the same recast, and work against all damage types. I suspect that a lot of this comes down to the fact that the one person on the development team who actually plays a tank and isn't even involved in job design has yet to actually play one of the newer tanks. It just reflects a complete lack of creativity or interest in the role.
    (8)

  5. #5
    Player
    Kalaam's Avatar
    Join Date
    Nov 2019
    Location
    Limsa-Lominsa
    Posts
    781
    Character
    Kalaam Nozalys
    World
    Phantom
    Main Class
    Red Mage Lv 90
    Please no more role actions, those feel boring. I prefer each job having a different skin for it than to have Shadowskin turned into Rampart again
    (7)

  6. #6
    Player
    OdinelStarrei's Avatar
    Join Date
    Apr 2019
    Location
    Ishgard
    Posts
    363
    Character
    Odinel Starrei
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Kalaam View Post
    Please no more role actions, those feel boring. I prefer each job having a different skin for it than to have Shadowskin turned into Rampart again
    Yeah, I agree with that. I'm not saying turn all raidwide CDs in generic 15% down mitigations. I straight up want role actions removed from the game unless they come with unique effects/animations per job. But it would be really great if a tank is going to have a similar skill, it should have the same consideration as the current short-term CDs, and be similar enough to accomplish the same function, but different enough to provide flavor to the job. Reprisal being a role action is annoying. Rampart being a role action is absurd. I hate those skills.

    The current changes being done to Feint and Addle is proof they can split the amount of mitigation per damage type on a skill, and something like Reprisal as a base is fine, but with a modifier in duration, percentage, cooldown, or a similar 5%/10% split on the damage type would be different enough, and still accomplish the same goal.

    If WARs have Vengeance damage procs, Sentinel, Shadow Wall, and Nebula should have something minor.
    If PLDs have healing Divine Veils, and WARs have situational Shake augmentations, Dark Missionary and Heart of Light should also have something minor.

    Homogenization is needed, yes, but it doesn't mean individuality should be on offensives only, and one unique extra CD per tank isn't enough, in my opinon. Minor flourishes like Thrill of Battle's healing up, do a lot more for class identity with negligible impact on balance.
    (7)
    Last edited by OdinelStarrei; 11-18-2021 at 03:40 AM.

  7. #7
    Player
    Kalaam's Avatar
    Join Date
    Nov 2019
    Location
    Limsa-Lominsa
    Posts
    781
    Character
    Kalaam Nozalys
    World
    Phantom
    Main Class
    Red Mage Lv 90
    I'd easily see Dark Missionary giving a bonus to healing received (I mean, a Missionary is someone who heals), Heart of Light I do not know what could be interrested. Maybe like heart of stone, apply the Brutal Shell barrier on the team ?
    (1)

  8. #8
    Player
    Aranax's Avatar
    Join Date
    Nov 2021
    Posts
    3
    Character
    Aranax El'raeis
    World
    Kujata
    Main Class
    Gunbreaker Lv 80
    They need to make living dead the lowest cooldown if they arent going to change how it works in endwalker. It is absolutely unbelievable how they are buffing holmgang and bolide to 10 seconds and did not touch living dead in the slightest. Swapping the holmgang and living dead cooldowns is an easy fix. Apart from that healing from blood gauge expending weaponskills similar to what paladin got on spell cats can help with the non existant sustain and also allow darkknights to maybe cleanse living dead themselves with enough forward planning, which will be especially helpful in solo play.
    (7)

  9. #9
    Player
    XSkeithX's Avatar
    Join Date
    Aug 2013
    Location
    Limsa lominsa
    Posts
    31
    Character
    Skeith Twilight
    World
    Excalibur
    Main Class
    Arcanist Lv 90
    Hey IDK if this has been said yet. but if feedback gets heard i would very much like for Salted earth to remain the way it works now.
    If possible maybe make it to where holding down the button places it at your location for those who want it that way. If the changes to the move happen then it will be more of a pain.
    (1)

  10. #10
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Dark Missionary shows about as much creativity its design as the position. It should have taken them all of two seconds to design something that would match DRK thematically. Runic would have been a fantastic choice for bringing in some of that series nostalgia that they were looking for. Absorb some damage on the next raidwide, and steal some MP back. Throw in the classic FF6 animation for extra nostalgia points. The other alternative would be to just debuff the target. Remember Salt and Earth, on its 90 second recast? Could that not just as easily have added a damage down debuff to affected mobs, much like Shadow Flare used to do with Slow?

    What I'm really looking for on tanks, though, is for them to come up with some thematic consistency outside of saying: here is your lifesteal button, here is your shield button, here is your damage reduction button, and so on on every tank. If I play a game like, say, Overwatch, and pick up any tank, they all feel quite distinct from each other. Zarya is the bubble shield tank. I'm not going to go on to Reinhardt and start deploying bubbles just because that's a 'tank' thing to do. You can easily design a tank where every defensive move is tied to bubbles and make it a unique job feature. Likewise, how easy would it be to design the Oath gauge such that none of your defensives had timed recasts, but your shield resource simply dropped off as you took hits until it broke? Could you not have a self-healing tank where big self heals were the job's main (and unique) defensive feature? It feels like because they mix and match aesthetics, and they're so keen to give every job 'their version' of the same actions, the gameplay of tank jobs feels more bland and less varied.
    (13)

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