Page 390 of 418 FirstFirst ... 290 340 380 388 389 390 391 392 400 ... LastLast
Results 3,891 to 3,900 of 4178
  1. #3891
    Player
    currentlemon's Avatar
    Join Date
    Nov 2018
    Posts
    262
    Character
    Celica Genhu
    World
    Famfrit
    Main Class
    White Mage Lv 80
    Quote Originally Posted by ty_taurus View Post
    What if we did this for White Mage:

    Aero III is obtained at level 54. Similar to Thundercloud, each tick of Aero II has a chance of proc'ing single cast of Aero III: a small, instant cast nuke. Presence of Mind grants 3 stacks of a buff that can be consumed by any attacking spell. After a stack is consumed, grants 1 use of Aero III. Aero III is upgraded to [Insert Name Here] at level 92. Thoughts?
    I assume Aero III shares the same button as Aero II? A great idea. It would mean that WHM would have a "finisher" of some sort and it'd solve the one-button issue. It'd be hard to implement as it would force the devs to create an AoE Dia down the line. Not that there's anything wrong with that. I'm sure, and I hope, they can do it at a later expansion (hopefully 8.0).

    I'd also like to see WHM have something akin to SCH's Quicken Aetherflow from pre-Shb. Something that would lower the CD of PoM after the use of a certain spell or proc since it's now going to be integral to WHM's burst. This may not be possible to implement right now due to the existence of the two minute meta, but it would help if (knock on wood) PoM CD is still 120sec going into DT.
    (1)

  2. #3892
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,607
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by currentlemon View Post
    I assume Aero III shares the same button as Aero II? A great idea. It would mean that WHM would have a "finisher" of some sort and it'd solve the one-button issue. It'd be hard to implement as it would force the devs to create an AoE Dia down the line. Not that there's anything wrong with that. I'm sure, and I hope, they can do it at a later expansion (hopefully 8.0).

    I'd also like to see WHM have something akin to SCH's Quicken Aetherflow from pre-Shb. Something that would lower the CD of PoM after the use of a certain spell or proc since it's now going to be integral to WHM's burst. This may not be possible to implement right now due to the existence of the two minute meta, but it would help if (knock on wood) PoM CD is still 120sec going into DT.
    It would need to be a separate action, I think. It's not a DOT in this example, just a burst of damage associated with Aero II and later Dia as well as PoM. I'd also have PoM be a 60 second cooldown that lasts 10 seconds. I didn't make this clear in the former post, but the [Insert Action Here] Is meant to be that new attack we see in the trailer.
    (0)
    Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.

  3. #3893
    Player
    currentlemon's Avatar
    Join Date
    Nov 2018
    Posts
    262
    Character
    Celica Genhu
    World
    Famfrit
    Main Class
    White Mage Lv 80
    Quote Originally Posted by ty_taurus View Post
    It would need to be a separate action, I think. It's not a DOT in this example, just a burst of damage associated with Aero II and later Dia as well as PoM. I'd also have PoM be a 60 second cooldown that lasts 10 seconds. I didn't make this clear in the former post, but the [Insert Action Here] Is meant to be that new attack we see in the trailer.
    Ah, thanks for the clarification. Yeah, what you suggested sounds great.
    (0)

  4. #3894
    Player
    vetch's Avatar
    Join Date
    Aug 2022
    Location
    back on my free trial account
    Posts
    462
    Character
    Discount Hrothgar
    World
    Zalera
    Main Class
    Botanist Lv 90
    Quote Originally Posted by ty_taurus View Post
    With every expansion, HP values of enemies has to scale with the increase in potency per minute that each DPS and tank job is having added to their total outgoing damage. Because every expansion isn't just us getting stronger due to the stats gained over those 10 levels, it's also that we're pumping out a higher amount of damage relative to that new level. If HP values on enemies don't scale with this in mind, then content in this game would get shorter with every expansion as the damage output would get higher and higher. Thus, healers must have their damage increase as well, otherwise even just solo content gets slower and slower for healers every expansion.
    I've mentioned it before but I would really like for the effective-HP levels of enemies across the game to be brought more in line with one another. When I was first leveling up and working through the old content, the ARR & HW stuff crumpled in seconds before it could do anything, which is disappointing in its own right but also set incorrect expectations for later battles. I.e., when I got to ShB and EW everything took so much longer that the enemies felt like un-fun bullet sponges.

    A middle ground would be nice.
    (4)
    he/him

  5. #3895
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    3,953
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by vetch View Post
    I've mentioned it before but I would really like for the effective-HP levels of enemies across the game to be brought more in line with one another. When I was first leveling up and working through the old content, the ARR & HW stuff crumpled in seconds before it could do anything, which is disappointing in its own right but also set incorrect expectations for later battles. I.e., when I got to ShB and EW everything took so much longer that the enemies felt like un-fun bullet sponges.

    A middle ground would be nice.
    That's a direct side effect from the drastic changes in ShB. Potency creep has been real when you think that the upper potency skills were around 300-400 back in HW, with many averaging at 150-200. Some outliers like effective potency F4 was over 500, or deathflare at 600 iirc. It's not the only reason obviously since stats, HP, everything has crept as well as a result, but that's why you see a huge difference once you're past SB. They also at some point nerfed ARR dungeon's trash HP by almost half somewhere during SB, because they were serious HP sponges before, so it kinda backfired.
    (3)

  6. #3896
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    1,982
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Valence View Post
    That's a direct side effect from the drastic changes in ShB. Potency creep has been real when you think that the upper potency skills were around 300-400 back in HW, with many averaging at 150-200. Some outliers like effective potency F4 was over 500, or deathflare at 600 iirc. It's not the only reason obviously since stats, HP, everything has crept as well as a result, but that's why you see a huge difference once you're past SB. They also at some point nerfed ARR dungeon's trash HP by almost half somewhere during SB, because they were serious HP sponges before, so it kinda backfired.
    I'm pretty sure Deathflare and Fire IV were lower back in HW, I vaguely remember that Fell Cleave was outrageous back then because the highest potency hit in the game belonged to a tank.
    (0)

  7. #3897
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    2,950
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Aravell View Post
    I'm pretty sure Deathflare and Fire IV were lower back in HW, I vaguely remember that Fell Cleave was outrageous back then because the highest potency hit in the game belonged to a tank.
    Fell Cleave was the highest with 500, Deathflare was 400 and Fire IV was 280 (in reality it was more like ~530 potency with Astral Fire 3 and Enochian).

    What needs to be kept in mind though is that 500 melee potency wasn't nearly as strong as 500 magic potency since they scaled differently until Endwalker.
    (3)
    Last edited by Absurdity; 05-19-2024 at 09:01 PM.

  8. #3898
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    1,982
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Absurdity View Post
    Fell Cleave was the highest with 500, Deathflare was 400 and Fire IV was 280 (not taking Astral Fire or Enochian into account).

    What needs to be kept in mind though is that 500 melee potency wasn't nearly as strong as 500 magic potency since they scaled differently until Endwalker.
    I am aware of scaling differences, tank potency is also lower than DPS jobs because of the lack of damage boosting traits.

    That said, 500 potency was still a pretty outrageous number for the HW era.
    (1)

  9. #3899
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,334
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    With the revelation of SE's plans for Healers come 7.0, I've taken to rewriting and reformatting some old ideas of mine, which I'll be posting in the Healer section... tomorrow probably. The reason for making said designs is partly for fun, but mainly to show that it's very possible to create an engaging Healer kit, that remains true to the Lore and Identity of the class, all while keeping the Job accessible to the less skilled/more laid back/casual/whatever term you want to use, player. That means things like 'having RNG on the Tarot inspired healer', which SE seems to want to move away from for some reason, and 'Having the healer who has a fairy, get fairy wings for their super-mode' instead of those tacky angel wings and that hideous white robe SE showed for SCH.

    It's kind of surprising to me that I'm able to see a way to make a lore compliant, low skill floor high skill ceiling, design for the healers, but SE either can't, or refuses to due to it 'not matching their vision for the role'. But at this point, I can't even tell what their vision for the role even IS, outside of 'it is functional enough that it can fill the healer slot in a party, so that the DPS and Tank players can do the content'
    To follow up on this post, I have finished the colossal task of rewriting, reformatting and occasionally reworking the healer designs I've homebrewed while waiting for PFs. As previously mentioned, the main goal was:

    A: Provide the potential for deeper and more complex gameplay for those that seek it
    B: Keep the base healing kit readily accessible, for emergency situations (when the player is likely to be panicking most)
    C: Keep the identity of the job intact, and reinforce the identity set out in the lore of the job through it's gameplay

    Anyone interested in my take on the Healers can find them here (and if you do choose to read, thanks in advance):
    WHM: https://forum.square-enix.com/ffxiv/...93#post6463293
    SCH: https://forum.square-enix.com/ffxiv/...96#post6463296
    AST: https://forum.square-enix.com/ffxiv/...00#post6463300
    SGE: https://forum.square-enix.com/ffxiv/...06#post6463306

    Yes, my image editing software of choice is Paint, and I am not an artist.
    (4)
    Last edited by ForsakenRoe; 05-20-2024 at 12:51 AM.

  10. #3900
    Player
    Saraide's Avatar
    Join Date
    Jun 2021
    Posts
    3,042
    Character
    Saraide Derosa
    World
    Odin
    Main Class
    Dark Knight Lv 100
    I find it very funny that the job action trailer shows glare twice for white mage. I get it for the new top down glare because of the 3 charges. But why show regular glare twice. It basically demands to make fun of it.
    (1)
    Quote Originally Posted by Orinori View Post
    Aren't you the same Saraide who makes every savage pf blacklist you because you can never do a mechanic correctly and constantly causes enrage wipes? Pretty ironic to read this lmfao

Page 390 of 418 FirstFirst ... 290 340 380 388 389 390 391 392 400 ... LastLast