Page 5 of 5 FirstFirst ... 3 4 5
Results 41 to 50 of 50

Thread: Patch Notes 6.1

  1. #41
    Player
    Chopstix's Avatar
    Join Date
    Sep 2021
    Posts
    162
    Character
    Chopstix Maulader
    World
    Malboro
    Main Class
    Warrior Lv 90
    I dunno man. It may be true that the simulated rotation for sam is close to pre patch. HOWEVER. DMG output with buffs is GUTTED, and that is all that anyone who is anyone cares about. Ur autocrit big hitters do LESS dmg than ur kaiten buffed base hits! Not even ASTRO is going to want ur sorry SAM behind in raid parties let alone DRG and SCH. Im so upset i wasted a weapon coffer on my sam. I wont touch this job until until this steaming pile of dung is reverted. To hell with autocrits too, revert everything AND bring back kaiten.

    What do u guys think of the MP cost changes for healers? I laughed so hard when i saw stone cost got halved lmao. Im not so great with ability names, but it does not look like there is any MP cost reduction at lvl90 so i dont really know what the point is. Blood lily is now dmg neutral. That is really good, can fluff lili spells for movement if needed. 20 sec charge time too. But i have to ask. Sage starts with all charges MAXED from get go (even the addersting stacks, which was a nice QoL change). Is there a reason WHM cannot start with max lilies?

    DRK bloodweapon stacks at last!! Living dead change too and the invuln stays for 10 secs! Job is finally playable!
    (0)

  2. #42
    Player
    wereotter's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    2,104
    Character
    Antony Gabbiani
    World
    Faerie
    Main Class
    Viper Lv 100
    Quote Originally Posted by RankaPC View Post
    Hitting bigger dps numbers on Samurai doesn't mean much if the job itself isn't satisfying to play. Removing Kaiten is a really bad idea that lowers job satisfaction and complexity of the class. They need to either return it or replace the skill that also utilizes the kenki gauge in a meaningful way.
    Welcome to monk for the past... <checks calendar> 5 years?

    They're unlikely to reverse course on this decision, no matter how many threads are made.
    (1)

  3. #43
    Player
    Quor's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    663
    Character
    Alexya Ultor
    World
    Leviathan
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Chopstix View Post
    I dunno man. It may be true that the simulated rotation for sam is close to pre patch. HOWEVER. DMG output with buffs is GUTTED, and that is all that anyone who is anyone cares about. Ur autocrit big hitters do LESS dmg than ur kaiten buffed base hits! Not even ASTRO is going to want ur sorry SAM behind in raid parties let alone DRG and SCH. Im so upset i wasted a weapon coffer on my sam. I wont touch this job until until this steaming pile of dung is reverted. To hell with autocrits too, revert everything AND bring back kaiten.

    What do u guys think of the MP cost changes for healers? I laughed so hard when i saw stone cost got halved lmao. Im not so great with ability names, but it does not look like there is any MP cost reduction at lvl90 so i dont really know what the point is. Blood lily is now dmg neutral. That is really good, can fluff lili spells for movement if needed. 20 sec charge time too. But i have to ask. Sage starts with all charges MAXED from get go (even the addersting stacks, which was a nice QoL change). Is there a reason WHM cannot start with max lilies?

    DRK bloodweapon stacks at last!! Living dead change too and the invuln stays for 10 secs! Job is finally playable!
    DRK and WHM changes are pretty great. MCH needs more help, preferably charges on their Hypercharge for a start, but it needs more than that to properly compete with BRD and DNC. Can't say too much about the rest that I haven't already said save that NIN seems to be suffering only slightly less than SAM.

    Personally, looking at the direction these changes went, I find it hard to reconcile what's going on. It really feels like the left hand doesn't know what the right is doing. The WHM and DRK changes are basically spot-on while SAM and NIN feel like a sick joke.
    (2)
    Quote Originally Posted by DRKoftheAzure View Post
    I still wouldn't do it [double weave oGCD's on GNB] because there is a good chance to mess up the rotation and it can easily cause a wipe because of server ticks.

  4. #44
    Player
    Kitfox's Avatar
    Join Date
    Nov 2011
    Posts
    1,113
    Character
    Lynn Nuvestrahl
    World
    Moogle
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Quor View Post
    The WHM and DRK changes are basically spot-on while SAM and NIN feel like a sick joke.
    The DRK change to Blood Weapon turns into sick joke considering MCH has been asking for a useful charge system for years now.
    (0)

  5. #45
    Player
    Beddict's Avatar
    Join Date
    Jun 2017
    Location
    Gridania
    Posts
    274
    Character
    Titania Chevalier
    World
    Siren
    Main Class
    Bard Lv 90
    Quote Originally Posted by Kitfox View Post
    The DRK change to Blood Weapon turns into sick joke considering MCH has been asking for a useful charge system for years now.
    It gets better when you realize someone asked Yoshi-P about Blood Weapon and Hypercharge at the same time back during the Media Tour:

    Mrhappy1227: I have a question in a similar vein - many skills have been adjusted over time to make them more friendly for high ping players such as Warrior's Inner Release in the Media Tour build and the Perfect Balance stacks that were added to Monk. Some skills such as Hypercharge, Wildfire, and Blood Weapons still have tight buff windows that can be punishing if the player’s connection is even just a bit slower. How does the team decide which skills receive these kinds of adjustments and which ones do not?
    I bet $10 that he'll make a comment about "not receiving feedback" on Hypercharge sometime in the future.
    (0)

  6. #46
    Player
    WiccaP's Avatar
    Join Date
    Jan 2022
    Posts
    117
    Character
    Nyxis Jomalah
    World
    Midgardsormr
    Main Class
    Machinist Lv 100
    MCH lost their entire identity with ShB and have constantly been forgotten or given throwaway "buffs and fixes" since their inception in HW that were only made worse with the job redesign. Yoshi P and the devs actively glance over mch issues when brought up and act like its a problem/hassle to talk about them in lives. Mch got a 2.4% increase to close the 5-6% gap behind bard and dancer. MCH are a "pure dps" job with less self utilities than the other 2 "selfish dps". A "highly mobile" job with 0 mobility abilities, the only job without a gap gloser/jump back that i know of. A job with 2 build gages that dont synergize together or with what the job focuses on and a capstone ability that is a glorified DoT. The past few "fixes" have been kind of a slap in the face to MCH, and obviously so far the Devs have not listened to the players about it at all.
    (0)

  7. 04-12-2022 02:21 PM

  8. #47
    Player
    Ayden's Avatar
    Join Date
    Jul 2011
    Posts
    89
    Character
    Dante Vigilante
    World
    Tonberry
    Main Class
    Miner Lv 43
    Quote Originally Posted by Beddict View Post
    It gets better when you realize someone asked Yoshi-P about Blood Weapon and Hypercharge at the same time back during the Media Tour:



    I bet $10 that he'll make a comment about "not receiving feedback" on Hypercharge sometime in the future.

    If Hypercharge was to be given charges and without locking other skills while hypercharge is active, the tools' timers dont matter anymore. You can basically use a tool in hypercharge.
    (0)

  9. #48
    Player
    Edweena's Avatar
    Join Date
    Dec 2021
    Posts
    75
    Character
    Edweena Ermagherd
    World
    Famfrit
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Ayden View Post
    If Hypercharge was to be given charges and without locking other skills while hypercharge is active, the tools' timers dont matter anymore. You can basically use a tool in hypercharge.
    They can have it simply that you lose all charges of the buff if you use any other weaponskill.
    Many jobs lose the ability to use similar abilities because they pressed the wrong button (accidentally pressing anything else than Kaeshi Namikiri after Ogi Namikiri, and you miss out on using Kaeshi is a good example).

    It's just weird they haven't done it yet when the ping issue is more noticeable for Machinists than most if not all jobs.
    (0)

  10. #49
    Player
    Ayden's Avatar
    Join Date
    Jul 2011
    Posts
    89
    Character
    Dante Vigilante
    World
    Tonberry
    Main Class
    Miner Lv 43
    Quote Originally Posted by Edweena View Post
    They can have it simply that you lose all charges of the buff if you use any other weaponskill.
    Many jobs lose the ability to use similar abilities because they pressed the wrong button (accidentally pressing anything else than Kaeshi Namikiri after Ogi Namikiri, and you miss out on using Kaeshi is a good example).

    It's just weird they haven't done it yet when the ping issue is more noticeable for Machinists than most if not all jobs.

    Taking longer time to finish all the 6 hypercharge charges VS Losing 1 heatblast occasionally


    For high ping users, I wonder which is worse.
    (0)

  11. #50
    Player
    Yuurei_007's Avatar
    Join Date
    Jan 2022
    Posts
    16
    Character
    Haruka Shiro
    World
    Zodiark
    Main Class
    Ninja Lv 90
    Sad to see the team does not succeed to master one of the most important thing in this game which is a fantastic game though, i.e., gameplay. There are lots of things which are inexplicable after years of development and contribute to reduce the quality of the game. How it is still possible to see :

    - new skills whose behaviour is opposite to the identity of the job (e.g.: suicide raijû combo in 6.0 for ninja which is a flexible job)

    - jobs losing their identity step by step from nowhere (removal of kaiten for SAM, modification of trick attack and mug for NIN, jump lock animation reduced for DRG, AST which had a more powerful identity before with its old card game system and diurnal/nocturnal sects, ...)

    - opener(s) as well as long-term rotation clearly not established and tested

    - big problem of rDPS equilibrium between jobs (sorry but if I admit it is not the easiest part because of gameplay difference, group utility difference, etc, I don't see why it is that hard to equilibrate jobs with the help of computers from kind of spreadsheets for obtaining good equilibrium and using players statistics database for adjusting the equilibirum a little bit) with sometimes very inexplained rDPS gap like machinist...

    - big problem of healing : some tank having too high healing, some instances cleared without healers or by a solo tank, healers using boring dps during most of their time but developers keep adding new healing skills instead of utility / dps new skills or increasing damage to heal

    - why not leaving jobs whose gameplay is very different, sometimes a little more complex, instead of trying to homogenizing them, since players have different taste ; for players who want more technical jobs, why not creating/leaving some jobs like MNK with 4 positionals and his muscle memory of MNK, a tank which would have an aggro ressource to manage with his rotation (5th tank ?), AST which could be a versatile healer with his card system like it was before), etc

    - difficulty of instances not always well equilibrated or boss mechanics useless (e.g., what is the point to be able to kill the last boss in The Lost City of Amdapor dungeon with the 8 gates mechanics without having to use these gates ?)

    - why the team seems to not consider at least some parts of the frequent same feedbacks made by several players in this forum (healers for example)

    - why modifying Searing Light in 6.1 but not Radiant Aegis for SMN ?

    - if variance in dps is a problem for SAM, why the team needs to remove fun kaiten instead of considering simply 100% critical hit

    - why modifying trick attack and mug for NIN to simplify burst windows alignment, whereas this alignment is only needed especially in savage/ultimate (where players are generally able to manage alignment at that stage) and NIN 1 min burst window is commonly used as a reference by players ?

    etc
    (0)

Page 5 of 5 FirstFirst ... 3 4 5