Results 1 to 8 of 8
  1. #1
    Player
    Mattgamerff14's Avatar
    Join Date
    Feb 2022
    Posts
    6
    Character
    Matt Storm
    World
    Midgardsormr
    Main Class
    Summoner Lv 54

    QoL changes to make combat better

    I feel these changes would benefit alot of people as far as combat and gameplay. This game is alot better than wow but it could use these changes to make me enjoy the combat more. If there's a way to change any of these settings please let me know. I'm still learning.

    1.Needs a function to dismount automatically upon using an ability on an enemy, we already can dismount automatically when talking to an NPC.

    2. Are able to turn off party members damage numbers and debuffs so you only see your own.

    3. Make it easily visible or noticeable when you have a debuff on yourself without having to randomly look for my debuffs and hovering over them. (Many times dieing to doom cause I didn't know I had it)

    3b. When your healing knowing when a party has a debuff that you can dispell.

    4. Changing the color of health bars of your party frames so it doesn't match the color of the casting bar.

    5. Showing enemy hit points not just %

    6. And the big controversial thing an ingame damage meters. I know about "ACT" and the pros and cons to the system. But I'm sure tons of people would like to know how much damage there outputting and know if there performing well or poorly and where they could improve.
    (0)

  2. #2
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,147
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Mattgamerff14 View Post
    1.Needs a function to dismount automatically upon using an ability on an enemy, we already can dismount automatically when talking to an NPC.
    We have this discussion fairly regularly. Here's the most recent thread: Thread: Wanted: Dismount on Attack
    Quote Originally Posted by Rongway View Post
    Forcing you to dismount before attacking is a safety feature so that you don't dismount unintentionally by grazing an attack button in an area with hostile enemies, because once you engage an enemy you can't remount, and the de-aggro distance is obscene. They want you to be certain that you want to engage the enemy and willing to lock yourself out of re-mounting. Just press the draw/sheathe button.
    Quote Originally Posted by Rongway View Post
    Except for some unusual cases where quest NPCs have been placed too close to FATEs, talking to an NPC is not a dangerous activity, and if you autodismount because you talked to the wrong NPC, you can remount immediately and be on your way to find the correct NPC. If you autodismount because you unintentionally hit an attack button and engaged a mob you didn't want to engage, you cannot remount immediately. Requiring you to explicitly dismount before attacking is a safety feature to prevent this, and it also gives you that brief moment between when you press the draw/sheathe/dismount button and the time you activate your attack to realize that you don't actually want to attack and you can remount instead of engaging. NPC interaction does not need this protection in most cases.


    Quote Originally Posted by Mattgamerff14 View Post
    2. Are able to turn off party members damage numbers and debuffs so you only see your own.




    Quote Originally Posted by Mattgamerff14 View Post
    3. Make it easily visible or noticeable when you have a debuff on yourself without having to randomly look for my debuffs and hovering over them. (Many times dieing to doom cause I didn't know I had it)
    Separate your debuff bar from your buff bar and put it in the middle of the screen next to your character.




    Quote Originally Posted by Mattgamerff14 View Post
    3b. When your healing knowing when a party has a debuff that you can dispell.
    Patch 4.0 Notes:
    (5)
    Last edited by Rongway; 02-02-2022 at 01:05 PM.

  3. #3
    Player
    Mattgamerff14's Avatar
    Join Date
    Feb 2022
    Posts
    6
    Character
    Matt Storm
    World
    Midgardsormr
    Main Class
    Summoner Lv 54
    thank you very much for your help and answers to a bunch of my questions
    (1)

  4. #4
    Player
    localman's Avatar
    Join Date
    Mar 2016
    Posts
    21
    Character
    Carissa Mondragon
    World
    Twintania
    Main Class
    Summoner Lv 50

    Part 1

    Re 6.
    No... Damages the game and the com much more than it brings.
    This has already been proven x times in other games, how it ruins the game in virtually all facets ultimately incl. the com.

    I would like to have:

    - In the character window, instead of just numbers that don't tell me much, percentages. How high is my critical hit value exactly in percent, for example? A value of 1000 basically tells me nothing.

    - Skip all conversations and videos for a new character right away. Having to click through them is sometimes tedious.

    - Gameplay
    Please slow down the work mode a bit and build more on staying longer in certain places. Currently, this quick change of scenery and back and forth and ported and quickly there and here in, is just not really purposeful. I run/ride back and forth and don't really take in the world.
    Through this acceleration and all the port options, much of the game and the game world degenerates too much and seems trivial, but at the same time also exhausting to always be briefly in one place and immediately run away again, after a short intermezzo.
    Here, a bit more peace, so that you can also get involved in a situation, is an important thing.
    So I feel more like a letter carrier who runs from mailbox to mailbox.

    - Class gameplay and mechanics
    * The sounds of the caster classes are rather weak in parts.
    Fire magic should have more of a burning effect. A fireball should sound better when it is summoned, when it flies and when it hits without exaggerating, for example.
    * Reduces the effect storm for some classes and makes it more coherent and the identification to exactly the class clearer.
    * Does not accelerate the gameplay of the classes. I really liked how in the beginning the pikeman had a more tactical, slow fighting style, but it was straightforward and offered good maneuvers. That the Dragoon later flips around in all of them instead of specifically rewarding certain style chains with such a jump at the end could have been done better.
    (0)

  5. #5
    Player
    localman's Avatar
    Join Date
    Mar 2016
    Posts
    21
    Character
    Carissa Mondragon
    World
    Twintania
    Main Class
    Summoner Lv 50

    Part 2

    Wishes
    - I would like a shapeshifter class. As always, the first thing that comes to mind is the idea of a werewolf. How sensible that fits in here is another story. However, there are still other options such as transformation into an animal, which one then entwas visually upgraded and with increasing level, the player automatically become wilder optically... So to speak as a visible development and also as a difference to the low level shapeshifter.
    Playfully a mixture of wild berserker and with weakened sneak option for hard first strikes.
    Weakened sneak option means that you can only sneak up to a certain point, like predators do and then they have to aggressively pursue the prey like cheetahs or cats generally do, for example.

    - Another class idea would be some kind of ritualist or a runesmith/rune priest
    The ritualist is a class that works with offerings and casts ritual circles when casting spells that trigger certain effects and as a highlight temporarily open portals/cracks/gates from which gruesome blood demons and other damonic creatures step out and temporarily serve the ritualist as long as he gives his blood as an offering. In doing so, attack and engage the enemy in melee or as a magical beast from afar.
    So a mix of support class with caster traits and servant class. I'm missing a bit of a pure servant class in the game.

    Runesmiths are melee fighters who wield their two-handed hammers or fight with a one-handed hammer and shield, drawing rune symbols, on weapons, armor, and as self-buffs in combat, which then trigger bonuses and effects when they hit the enemy with them, or as a reactive procc when they get hit. They mix melee with some rune magic, but are perceived melee fighters. For their mechanics, they rely on the mix of runes and melee maneuvers in combat.

    The Rune Priest, on the other hand, would be more of a typical Rune Master than a caster/supporter/healer. He attunes to an element and his power grows to a specific element in combat.
    Later he can combine two elements, but not the opposite ones. So no fire and water, but fire/air or fire/earth and so create unique spell synergies. So a wall of flame with the element air becomes a wave of flame, or a pillar of fire.
    If he combines fire with earth, he creates lava rocks and magma geysers.
    Wind and frost spells create icy winds that freeze enemies. Or one combines water with a blast of air to create a wave of healing.

    Wonderful rune symbols are drawn in the air or on the ground and then trigger their effects. Well implemented a rather pretty class. The important thing here is that the whole thing feels like rune magic.
    So not like a spell of a magician where the magician conjures the fireball directly, but the effect comes from the symbol, like a written word on a piece of paper, which then comes to life. So more like an invocation than like direct magic.

    Ok enough for now...
    (0)

  6. #6
    Player
    Brightamethyst's Avatar
    Join Date
    Jul 2014
    Posts
    1,792
    Character
    Jenna Starsong
    World
    Goblin
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Mattgamerff14 View Post
    2. Are able to turn off party members damage numbers and debuffs so you only see your own.
    Fair warning, turning off party/raid members' debuffs can be detrimental. Some debuffs are positive, don't stack, or both (Trick Attack, Chain Stratagem, etc) so if you hide other players' debuffs you run the risk of missing a burst window or overwriting an effect.
    (2)

  7. #7
    Player
    Arohk's Avatar
    Join Date
    Jul 2019
    Posts
    1,304
    Character
    Lucretia Ryusagi
    World
    Twintania
    Main Class
    Gunbreaker Lv 100
    What i would like to change for combat, increase the angle your character can attack enemies infront of you to 180° instead of only 90°, this would allow to turn off the option that your character turns to the target on attacks and run in the wrong direction all the time.
    (0)

  8. #8
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,116
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    I would honestly like more customization to the party list:

    - Let us toggle certain elements... Why do I need to see that number 1, 2, 3, etc before every character? I already know they are sorted in that order. I literally never had to use that information ever.
    - Let us see the buff duration beneath the icons. It would be very helpful, as a healer, to know whent the tank mitigation is nearly over, or when a hot is about to expire w/o looking somewhere else.
    - Give us different widths of hp and mp bars. I'd love to make that party list as minimal as possible.
    - Let us toggle the header... I don't need to know that 4 man is a light party and 8 is full party... I can count the number of people.

    And more customization to the target nameplate:
    - Let us choose a different layout with a hp bar that is more compact, like the focus target bar - that one is perfect!

    Last but not least, give us a better way to track our cooldowns and procs without having to look at buffs, or moving our eyes away from the middle of the screen. I currently have a hotbar there just to have cooldowns in a place easier to look, but that makes the UI really cluttered, and I really could use that hotbar for something else.
    (1)