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  1. #11
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,831
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by ForteNightshade View Post
    Ahh, Heavy Shot. I always mix the two up. And yes, that... was a very silly change.

    Many of those abilities were axed not out of perceived button bloat but in the name of simplification. Yoshida outright said Heavy Thrust and Straight Shot buffs were removed because casual players weren't keeping them up and it caused too large a gap between them and experienced players. I have to disagree on tank stance. I found very little interesting about it. Paladin, in particular, was especially bad given it was more optimal to simply go stance-less than switch to Sword Oath due to the GCD requirement.
    And that's where differing personal taste will form differing conclusions. I always felt like Heavy Thrust and Straight Shot were far duller of "ramp up" than, say, tanks' tank-stance (and enmity skill) suites, so I wasn't sad to see them go, but I very much wanted some similar (or, ideally, far greater) level of engagement with which to replace the removed tank stances and enmity kits, and we instead just got more isolated buttons tacked on / thrown in.

    The only thing I ever much liked about Heavy Thrust was that I could, if forced into oddly quick SkS tiers, briefly forgo it for greater potency per minute via an extra Full Thrust where other players would be afraid to drop the buff despite the net gains for doing so. Enmity kits, while dull in 8-man content, at least gave me a fair bit more to do, though.

    (In regard to that "something to do" and replacement "engagement", we might, ofc, say the same for 1-2-3 vs. 1-1-1 -- significant for some and irrelevant to others. /shrug)
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    Last edited by Shurrikhan; 03-15-2022 at 02:31 PM.