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  1. #1
    Player
    Evos's Avatar
    Join Date
    Oct 2021
    Posts
    39
    Character
    Evos Muramasa
    World
    Famfrit
    Main Class
    Dark Knight Lv 100

    Gcds and ogcd systems (Reaper etc.)

    ***Thank you battle team! I know you try to provide variety cross the playerbase and these efforts are not unnoticed.

    First of all I would like to show my appreciation to the dev team for the multi-level experimentation of the reaper system. The fact that you added layer upon layer to the job mechanics as it leveled while containing it impressed me. It seems alot of thought went into the maximum number of moves (gcd systems) to fill out the job\\'s "feel" of speed and literal aggressive attack patterns.

    ***Opinion Post from here***

    I hope this becomes the varied Ogcd and gcd model for any "current" or future" classes added to the game. You clearly are showing that you understand and can implement these systems effectively. My worry is if some of these awesome design structures are only for dps.

    Context: I personally find high gcd, ogcd, castime hybrids, and multi proc systems engaging. While I enjoy accessibility, if there was at least one job of this level of "creativity" in each role, I would be perfectly content. Ideally, I want every job to be as varied in gcd execution as reaper but I know I can\\'t have this.

    **Noticed I avoided the term complexity (yeah, I read the forums lol and have been playing since the beginning). I have completed previous and current savage/extreme type content before echos (whatever that\\'s worth). I Have not done ultimates because I only use pf. But I may try Ultimates at some point. Overall I am confident and familiar with the planning/impact of gcds and ogcd rotation "execution" within harder content and why that\\'s fun for some people. Lastly, I\\'m reaper level 87.

    P.S. I love this type of engagement in the game. All that said, "I" think reaper has a unique depth and feel relative to it\\'s peers across roles.

    Dev creativity: The outside of battle vs in battle cast time differences for certain abilities is so satisfying. I get to power up during downtime (which happens alot now) and while not super complex, it\\'s very creative and fun to me. The fact that you gave us an actual 30sec "transformation" is creative. You literally added increased gcd speed and multiple new moves at the press of a button (continum is that you). This transform limited us to only relevant core job abilities and we can still use essential role skills, but then unlocks them as I level up further. Add the fact that I can bank this transformation because you set the cost to 50% of the guage (I love it). The transformation is like 2 jobs in one.
    (1)

  2. #2
    Player
    Evos's Avatar
    Join Date
    Oct 2021
    Posts
    39
    Character
    Evos Muramasa
    World
    Famfrit
    Main Class
    Dark Knight Lv 100
    The Ogcd to unlock gcd positionals or the reverse was at first unusual. I then realized we don\\\\'t have much of this at all in the battle system. The closest system is gunbreaker and no surprise, I find the continum system engaging.

    Continum unlocks 3 (now 4) different ogcd animations and it\\\\'s all gated behind stacks. Access to these abilities, gated or timed, being linked with a gauge or another stand alone gcd, offers much more to a classes "feel" (animations which define the job\\\\'s lore) and extends the job\\\\'s rotation with phases and different states of gameplay.

    This design direction provides a greater "sense" of increasing intensity as you get more powerful, unlease your ultimate attack(s) then reset. Also, multi-attack animations on a gcd is a great way to provide the "sense of flow" and speed between gcds. I\\\\'ll admit there were time when visually/auditory confusion occurred , as I heard the animations and thought my gcd inputs were off.

    This is because I was not looking at my bar and I\\\\'m so use to having a single animation across the gcds 2.5sec window. We usually fill that perceptually slow delay or gap with ogcds. With reaper, we get all at once and for me lol that screams "I\\\\'m not done with you yet!!" and "I" love this stimulation. A complaint could be clipping but personally the multi-hit animations tend to be on gcd and all ogcds clip anyway in high level burst rotations.

    The job feels like the devs tried to make use of all the creative relationships between stand alone gcds, ogcds, regular gcds, dual-gauges, multi system stacks, positionals, transformation of gcds/ogcd buttons, in battle out of battle abilities, utility (party and self buffs), literal job transformation, dot maintenance, ogcd procs, gcd procs and skillspeed variation, cast times, and tons of animations. What did they not add to this job lol.
    (2)

  3. #3
    Player
    Evos's Avatar
    Join Date
    Oct 2021
    Posts
    39
    Character
    Evos Muramasa
    World
    Famfrit
    Main Class
    Dark Knight Lv 100
    Reaper is like a capstone job for the dev teams 10+ years of ffxiv class/job experimentation and I thank you team. It seems gunbreaker was the prototype lol and they were just warming up to this type of design.

    Some may say there is bloat but I disagree and we have many options to mitigate this (cross bar/hotbar settings/extra cross bar/double tap etc). The way the dev team utilized the transformation or upgrade of Job gcds as each system transitions is so effective, and I would like to see more of this direction if not, just for player like myself.

    These design structures allows so much more varied animations and opens other job/classes to further systems (stacks or gauge mechanics) as well. I see this effort and applaud you dev team. There are alot of great jobs in this game and I play every battle job. So I believe in your creative direction and experimentation of the battle system. That said please use this creative not just for the dps but for tanks and healers as well. I know you can find a way to do this and keep the level of accessibility you want for the playerbase.

    Reaper, as the example, unlocks it's basic stacks while simultaneously adding or mirroring these via the avatar as the job grows. This is felt through the leveling process and most importantly, during your rotation. The job evolves and took on the maiming type with the evolving dragoon class lol. If you take reaper out, any job can utilize multi-layer stacks for, in this case, dual or gated use and thus expand its kit in a controlled accessable way. Great job dev team!
    (1)

  4. #4
    Player
    HappyHubris's Avatar
    Join Date
    Jun 2016
    Posts
    426
    Character
    Pocket Hubris
    World
    Leviathan
    Main Class
    Bard Lv 94
    The developers are probably not reading the English forums for direct feedback.
    (1)

  5. #5
    Player
    Evos's Avatar
    Join Date
    Oct 2021
    Posts
    39
    Character
    Evos Muramasa
    World
    Famfrit
    Main Class
    Dark Knight Lv 100
    It's alright, I don't mind if it's seen. I just wanted to share my thoughts.

    But I would like others to share the type of battle designs they like or dislike and why.

    For example I enjoy the spam into ultimate move execution style recently (pld: confiteor for example). However I feel going the Gnb route of using a single button or changing the animations as the combo progresses would be cool.

    Straight spam as in the MCH wildfire is rather boring because it's the exact same move.

    So In this case, I find the design execution fine but the nuance (variation lacking).

    Imagine fellcleave being a series of different animations starting with the original fellcleave into it's newest gap close ability.
    (0)

  6. #6
    Player
    Evos's Avatar
    Join Date
    Oct 2021
    Posts
    39
    Character
    Evos Muramasa
    World
    Famfrit
    Main Class
    Dark Knight Lv 100
    It's alright, I don't mind if it's seen. I just wanted to share my thoughts.

    But I would like others to share the type of battle designs they like or dislike and why.

    For example I enjoy the spam into ultimate move execution style recently (pld: confiteor for example). However I feel going the Gnb route of using a single button or changing the animations as the combo progresses would be cool.

    Straight spam as in the MCH wildfire is rather boring because it's the exact same move.

    So In this case, I find the design execution fine but the nuance (variation lacking).

    Imagine fellcleave being a series of different animations starting with the original fellcleave into it's newest gap close ability.
    (0)

  7. #7
    Player
    Evos's Avatar
    Join Date
    Oct 2021
    Posts
    39
    Character
    Evos Muramasa
    World
    Famfrit
    Main Class
    Dark Knight Lv 100
    I'm sorry, the mobile app seems to behave as if my post did not apply.
    The result, is the duplicate. I'll try to just hit post once.
    (0)

  8. #8
    Player
    Navnav's Avatar
    Join Date
    Jul 2020
    Posts
    213
    Character
    Navaro Reverz
    World
    Louisoix
    Main Class
    Warrior Lv 90
    My man out here talking himself and tingz
    (1)

  9. #9
    Player
    Kolsykol's Avatar
    Join Date
    Jul 2015
    Posts
    3,024
    Character
    Aelona Chillwind
    World
    Lich
    Main Class
    Ninja Lv 100
    Make one comment instead of three at a time.
    (1)

  10. #10
    Player
    Gruntler's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    317
    Character
    Kawaiian Punch
    World
    Faerie
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by HappyHubris View Post
    The developers are probably not reading the English forums for direct feedback.
    They've quoted the english forums in the past, so maybe don't be that guy.
    (5)

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