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  1. #1
    Player Seraphor's Avatar
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    Feb 2018
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    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by ReiganCross View Post
    I got a couple of questions and let me know if that's too crazy.

    What would happen if Hypercharge got one additional second to it?
    I don't think you could execute an extra Heat Blast on it given 9 seconds, in theory you can but using Hypercharge by itself would already use some animation lock that would make the 6th Heat Blast impossible. But on the other hand, I'd be able to land my 5th Heat Blast more reliably without it being a window this tight?

    Why aren't Tactician/Shield Samba/Troubador just role actions?
    I mean, at this point they essentially already are. They do exactly the same thing under different names. If you make it all the same action, you wouldn't have to say anything about them stacking or not. People don't complain about Repriesal not stacking... Is it because that would mean it reaches lower level content? Can't play Sastasha with Bard giving 10% temp mitigation?

    Does Wildfire really have to do this little damage?
    I mean, the numbers for Wildfire are actually good. Technically fully executing a Wildfire allows you to go for a 1200 potency attack. But it can't crit. Neither can it even land a DH. Yay. So your average Drill shot or Air Anchor will just out-damage the one skill you're going bazookas for. A 20s Cooldown that you can just freely throw out is outdamaging a 120s Cooldown that you have to press keys as tight as mechanically possible. And I dunno, that feels kind of depressing that I'm putting so much work on a skill that I'll probably deal more damage when I finish the Hypercharge and just press Drill again, especially with Reassemble.

    Can I get some party utility?
    Clearly Ranged DPS aren't made to do enough personal DPS to even reach close to any Melee DPS. And some of those also come with party-wide crits or raid-wide damage increases. If we're not gonna be able to reach those guys, if I'm not gonna be able to be, like, right under Black Mage and Samurai, trying to reach those huge damage numbers... Why bother? Could I at least join the guys under them, like Monk and Ninja, and get some party utility?
    What would happen if Hypercharge got one additional second to it?
    Hypercharge is already tuned to be able to reliably hit 5 Heat blasts. It's practically 0.1s away from being able to fit in 6 as it is.

    Why aren't Tactician/Shield Samba/Troubador just role actions?
    Don't give them ideas. We need more skills like this. Sure they're functionally role actions, but they give the jobs some flavour. How would you like it if every tank had the same defensive cooldowns, or every healer had the same raise?

    Does Wildfire really have to do this little damage?
    This is a bit like Trick attack, or ASTs Divination. Its essentially a burst window damage buff, and thus it can only increase your damage by so much without providing the potential to stack up multiple bursts at once in a party buff window for some insane damage. Just this of it as a a damage buff that applies it's bonus slightly differently. Besides, I wouldn't sniff at a 1000 potency attack...

    Can I get some party utility?
    I'm with you here, but I'm not sure what would be most fitting.
    DNC and BRD obviously should be more party buff focused. DNC has the most impactful buff and BRD has a steady low level buff. Perhaps if there was a party-wide Reassemble that increased the party's Crit rate by 10% for 10s or something.
    (2)
    Last edited by Seraphor; 08-16-2021 at 09:27 PM.

  2. #2
    Player
    CKNovel's Avatar
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    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Seraphor View Post
    Does Wildfire really have to do this little damage?
    This is a bit like Trick attack, or ASTs Divination. Its essentially a burst window damage buff, and thus it can only increase your damage by so much without providing the potential to stack up multiple bursts at once in a party buff window for some insane damage. Just this of it as a a damage buff that applies it's bonus slightly differently. Besides, I wouldn't sniff at a 1000 potency attack...
    Wildfire is not a crazy burst ability. It's 1200 potency fixed, it cannot crit or direct hit.
    Drill, however, is 700 potency every 20 seconds and can crit direct hit. Then you have a cooldown named "Reassemble" that garantee a crit/dh.

    A 700 potency attack on crit/dh can be evaluated around 1400 potency.

    The point is Wildfire is 1200 fixed potency every 120 seconds.
    Drill is a 700 potency GCD every 20 seconds that evolves into a 1400 fixed every 60 seconds.
    On top of that, if you remove Wildfire entirely, it should fix MCH heat generation problems.
    (1)

  3. #3
    Player Seraphor's Avatar
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    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by CKNovel View Post
    Wildfire is not a crazy burst ability. It's 1200 potency fixed, it cannot crit or direct hit.
    Drill, however, is 700 potency every 20 seconds and can crit direct hit. Then you have a cooldown named "Reassemble" that garantee a crit/dh.

    A 700 potency attack on crit/dh can be evaluated around 1400 potency.

    The point is Wildfire is 1200 fixed potency every 120 seconds.
    Drill is a 700 potency GCD every 20 seconds that evolves into a 1400 fixed every 60 seconds.
    On top of that, if you remove Wildfire entirely, it should fix MCH heat generation problems.
    I'm not sure how that last line works out. But sure they could allow Wildfire to crit, or increase it's potency or something, but that would most likely come at the cost of reducing the potency of Drill/Anchor.
    (0)

  4. #4
    Player
    CKNovel's Avatar
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    Cassia Kaedhan
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    Ragnarok
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    Gunbreaker Lv 100
    Quote Originally Posted by Seraphor View Post
    I'm not sure how that last line works out. But sure they could allow Wildfire to crit, or increase it's potency or something, but that would most likely come at the cost of reducing the potency of Drill/Anchor.
    If you don't make mistakes and the boss has a correct uptime, you will end up in a trap at the second Wildfire.
    You will have heat to spend but you won't be able to as Drill and Air Anchor are near and as soon those are used, it's now Wildfire that is a few seconds away and you can't use Barrel Stabilizer as you will overcap heat.

    Barrel Stabilizer that used to be paired with Wildfire is now unsynchronized with it at the 2 minutes mark.

    There is easy fix for this:
    -Barrel stabilizer allowing a free Hypercharge rather than giving 50 heat.
    -Wildfire and Barrel Stabilizer fused into one button -> Wildfire triggers Hypercharge for free.
    -Remove Wildfire and change Barrel Stabilizer so it increases GCD potency under Hypercharge by a whooping 200 potency (In order to compensate for the loss of Wildfire)

    Wildfire is an empowered Hypercharge, nothing more nothing else. There is no "Wildfire combo" anymore and the cooldown is now incredibly boring.
    (3)

  5. #5
    Player Seraphor's Avatar
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    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by CKNovel View Post
    If you don't make mistakes and the boss has a correct uptime, you will end up in a trap at the second Wildfire.
    You will have heat to spend but you won't be able to as Drill and Air Anchor are near and as soon those are used, it's now Wildfire that is a few seconds away and you can't use Barrel Stabilizer as you will overcap heat.

    Barrel Stabilizer that used to be paired with Wildfire is now unsynchronized with it at the 2 minutes mark.

    There is easy fix for this:
    -Barrel stabilizer allowing a free Hypercharge rather than giving 50 heat.
    -Wildfire and Barrel Stabilizer fused into one button -> Wildfire triggers Hypercharge for free.
    -Remove Wildfire and change Barrel Stabilizer so it increases GCD potency under Hypercharge by a whooping 200 potency (In order to compensate for the loss of Wildfire)

    Wildfire is an empowered Hypercharge, nothing more nothing else. There is no "Wildfire combo" anymore and the cooldown is now incredibly boring.
    All of these would only serve to make Wildfire even more simple and boring.
    At least you now have to be concerned about boss uptime, and if the boss is about to vanish, you need to hit Wildfire yourself to trigger it prematurely, instead of losing it entirely.
    That's a mechanic in it's own right.

    Also, I have absolutely no issue with Flamethrower at all. It's not useless, and you need to use it wisely, by correctly positioning yourself, and it comes with the potential cost of having to eat AoEs to keep it up.

    In general, MCH is about correct timing, and making the right choices on the fly. Removing any of these lowers the skill ceiling, and would just make MCH even more braindead.
    They should be adding to these skills, not taking away, to make them more interesting, not just scrapping them entirely.

    For example. Flamethrower could apply a stackable burn debuff for each tick of damage it applies, and then the next weaponskill you use has it's potency increased by 2% per stack (up to 20%) and consumes those stacks. Kinda of like a mini AoE Wildfire with a slightly different mechanic.
    Maybe then EW could add in a new AoE weaponskill that has it's own cooldown (or shares with Anchor) Noiseblaster, with which to spend this on.
    This would also synergise well with Reassemble, which in AoE is currently best used on Spreadshot, due to the other AoE weaponskill simply being a dot.
    (0)
    Last edited by Seraphor; 08-18-2021 at 07:48 PM.

  6. #6
    Player
    CKNovel's Avatar
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    Cassia Kaedhan
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    Ragnarok
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    Gunbreaker Lv 100
    I think you guys forgot a key element here:
    Wildfire is already the bottom of the fun, it cannot go lower. Now it's boring and problematic, the fix would just make it boring.
    Wildfire and Barrel Stabilizer are meant to be paired, it's obvious. But the fact is that they are never paired on constant uptime unless you want to lose heat or drill uses.

    Quote Originally Posted by Seraphor View Post
    1:
    At least you now have to be concerned about boss uptime, and if the boss is about to vanish, you need to hit Wildfire yourself to trigger it prematurely, instead of losing it entirely.
    That's a mechanic in it's own right.

    2:
    Also, I have absolutely no issue with Flamethrower at all. It's not useless, and you need to use it wisely, by correctly positioning yourself, and it comes with the potential cost of having to eat AoEs to keep it up.

    3:
    In general, MCH is about correct timing, and making the right choices on the fly. Removing any of these lowers the skill ceiling, and would just make MCH even more braindead.
    They should be adding to these skills, not taking away, to make them more interesting, not just scrapping them entirely.

    4:
    For example. Flamethrower could apply a stackable burn debuff for each tick of damage it applies, and then the next weaponskill you use has it's potency increased by 2% per stack (up to 20%) and consumes those stacks. Kinda of like a mini AoE Wildfire with a slightly different mechanic.
    1- If the boss is about to vanish, it's better to delay Wildfire for when it reappears than triggering it at half power.
    The reason for that is simple, your team also has 120s cooldown or 60s cooldown, Trick Attack for example. Imagine putting all those cooldowns and missing half of the raid burst. It's better to delay.

    2- The problem with Flamethrower is that it's a dungeon skill first, then even in dungeon it's press and go get a coffee, don't touch your keyboard/gamepad.
    Is this fun to you? The MCH has a nervous gameplay then it hits you with cookie clicker mechanic, aka wait.

    3- No, MCH is about planning. To optimize heat and Drill usage. If you react to situations rather than being prepared to them, you have a lot to learn.

    4- Doesn't fix the "Press and wait for 10 seconds" issue. On top of that, remaining immobile for 10 seconds is not possible in hard content. You'd see many flamethrower delayed to due respecting mechanics or conflict with tanks when it comes to silencing.
    It's alright to have and share your ideas but try to think about what other issues it brings.

    For example someone once shared their idea of ranged to need a minimum range to deal extra damage. A lot of people notified that it would get in conflict with low range heal such as AST star or WHM Cure III.
    (3)

  7. #7
    Player Seraphor's Avatar
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    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    I have no problem with standing still for 10s to channel a turret skill. The alternative is Spreadshot spam.
    It's just like Phantom Flurry, one of BLU's best spells.

    And sure, it's just for Dungeons and Alliance Raids, because you generally don't AoE at all in hard content. So it's perfectly fine to have a channelled turret skill in casual content, and it even serves as a welcome break from the constant jackhammering of your keyboard/controller for some.
    I enjoy the change of pace it brings to dungeon pulls, and that it mixes up your tempo. That's also why I like Ninja.

    If you're only doing 'hard' content, then why would you be at all concerned with Flamethrower?
    "Just delete the stuff I personally don't use" yeah... no.
    (0)
    Last edited by Seraphor; 08-18-2021 at 08:35 PM.

  8. #8
    Player
    Warlyx's Avatar
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    May 2011
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    3,065
    Character
    Warlyx Arada
    World
    Moogle
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Seraphor View Post
    I'm not sure how that last line works out. But sure they could allow Wildfire to crit, or increase it's potency or something, but that would most likely come at the cost of reducing the potency of Drill/Anchor.
    or hell make wildfire crit/dh 100% if wild fire accumulates 5 heat blasts


    Reassemble easy fix , reassemble gains 2 charges on 60s CD so u can always save one .


    Flamethrower : remove it , give me some some kind of napalm, grenade or something that interacts with bioblaster somehow




    Quote Originally Posted by CKNovel View Post
    If you don't make mistakes and the boss has a correct uptime, you will end up in a trap at the second Wildfire.
    You will have heat to spend but you won't be able to as Drill and Air Anchor are near and as soon those are used, it's now Wildfire that is a few seconds away and you can't use Barrel Stabilizer as you will overcap heat.

    Barrel Stabilizer that used to be paired with Wildfire is now unsynchronized with it at the 2 minutes mark.

    There is easy fix for this:
    -Barrel stabilizer allowing a free Hypercharge rather than giving 50 heat.
    -Wildfire and Barrel Stabilizer fused into one button -> Wildfire triggers Hypercharge for free.
    -Remove Wildfire and change Barrel Stabilizer so it increases GCD potency under Hypercharge by a whooping 200 potency (In order to compensate for the loss of Wildfire)

    Wildfire is an empowered Hypercharge, nothing more nothing else. There is no "Wildfire combo" anymore and the cooldown is now incredibly boring.
    that would fix some , but we will have the most boring CD ever.
    (0)
    Last edited by Warlyx; 08-17-2021 at 07:34 PM.

  9. #9
    Player
    CKNovel's Avatar
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    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Warlyx View Post
    that would fix some , but we will have the most boring CD ever.
    That's already the case. Wildfire is: Wildfire -> Hypercharge -> resume rotation.
    Solution above would not fix how boring it is but how bothersome it is.

    Wildfire need to go or to completely change. IMO a good choice could be a short cooldown that consumes Heat to throw a sticky bomb that explodes by itself. And of course that is an AoE for Skysteel's sake.
    Like upheaval, you need to at least keep 20 rage to make sure Upheaval will go on CD.

    Reassemble is meant to ensure 1/3 Drill will be Crit/DH. I'd put it on 50s CD rather than 55s since Bozja haste makes you go "too fast" for 55s.
    Wildfire allowed to crit isn't a good idea either. The skill has little to no presence and is a rare 1200 potency skill, problem it's that Wildfire is a 120s cooldown. A crit/DH would be insanely valuable, the difference between a MCH hitting 100% Wildfire Crit/DH and a MCH hitting 0% would be too big in my opinion.

    Flamethrower, remove or rework. Anything is better at this point, that skill is an emote that does damage.
    I hope it serves as a lesson for SQEX that canalyzed skills don't work, Phantom Flurry somehow works since it's much shorter but skill like those belong on BLU.
    (0)

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