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  1. #1
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,205
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    Basically, LB from PvP jobs, where we get our own unique LB bar rather than just a party bar I assume.
    Tbf, it could go on everyone's gauge as a separate LB gauge, and this gauge could be charged using AST's cards... giving some spice and variety there... so I can see how it can be fun with it.

    It can consolidate and help remove /adjust skills to make sure it's not overpowered or unbalanced. I don't know if that can be implemented so soon though since it would affect every class.
    (2)

  2. #2
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    2,953
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    How about just no? We already have problems with potency creep, to the point where Samurai now has to deal with atrocious auto crits because Oga Namikiri/Kaeshi Namikiri had too much crit variance for a 2 minute cooldown.

    I don't even want to think about the guaranteed dumpster fire when you have an ability that you can only use once per fight and you don't get the maximum damage possible out of it.
    (0)

  3. #3
    Player
    Superskull85's Avatar
    Join Date
    Aug 2013
    Posts
    92
    Character
    Jade Drax
    World
    Sargatanas
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by Absurdity View Post
    How about just no? We already have problems with potency creep, to the point where Samurai now has to deal with atrocious auto crits because Oga Namikiri/Kaeshi Namikiri had too much crit variance for a 2 minute cooldown.

    I don't even want to think about the guaranteed dumpster fire when you have an ability that you can only use once per fight and you don't get the maximum damage possible out of it.
    Not that I am for this idea (I am definitely not) but you can solve the issue with maximum buff window issue by making the attack not be affected by buffs just like a group limit break.
    (1)

  4. #4
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    2,953
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Superskull85 View Post
    Not that I am for this idea (I am definitely not) but you can solve the issue with maximum buff window issue by making the attack not be affected by buffs just like a group limit break.
    You could but at that point it would basically just be another LB, so what would be the point of adding these in the first place?
    (0)

  5. #5
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,503
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Absurdity View Post
    How about just no? We already have problems with potency creep, to the point where Samurai now has to deal with atrocious auto crits because Oga Namikiri/Kaeshi Namikiri had too much crit variance for a 2 minute cooldown.

    I don't even want to think about the guaranteed dumpster fire when you have an ability that you can only use once per fight and you don't get the maximum damage possible out of it.
    It wasn't Ogi Namikiri that made them change it, it was Midare Setsugekka. The reasoning they gave was crits were causing a massive damage fluctuation. So, the question is, why? Looking at the potency of Midare Setsugekka (before the chance) you can see it has a much higher potency than every other weaponskill Samurai had that was also in frequent use (ie. their GCD combos). Infact, I worked it out to be ~2.5 times stronger. This alone is not the issue however, the issue comes from how frequently the attack is used, which was ~3 times a minute. With an attack being so much stronger than the average AND being used frequently, it is going to be the leading cause of damage variation based on whether someone got lucky with a crit/DH or not.

    If the issue is with the crits, if you force the attack to always crit, you can take that damage variance out, keep it high powered and only have the much weaker DH get involved with the damage fluctuations. The reason Ogi Namikiri was changed is likely not because it was a factor in the massive crit variance, it was likely a by product of making Midare auto crit. Having the strongest skill sometimes not do more damage than the second strongest, auto crit, probably just felt bad, so they made it also auto crit so that it would consistently be stronger.
    (0)

  6. #6
    Player
    Valkyrie_Lenneth's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    8,038
    Character
    Lynne Asteria
    World
    Jenova
    Main Class
    Viper Lv 100
    Quote Originally Posted by Mikey_R View Post
    It wasn't Ogi Namikiri that made them change it, it was Midare Setsugekka. The reasoning they gave was crits were causing a massive damage fluctuation. So, the question is, why? Looking at the potency of Midare Setsugekka (before the chance) you can see it has a much higher potency than every other weaponskill Samurai had that was also in frequent use (ie. their GCD combos). Infact, I worked it out to be ~2.5 times stronger. This alone is not the issue however, the issue comes from how frequently the attack is used, which was ~3 times a minute. With an attack being so much stronger than the average AND being used frequently, it is going to be the leading cause of damage variation based on whether someone got lucky with a crit/DH or not.

    If the issue is with the crits, if you force the attack to always crit, you can take that damage variance out, keep it high powered and only have the much weaker DH get involved with the damage fluctuations. The reason Ogi Namikiri was changed is likely not because it was a factor in the massive crit variance, it was likely a by product of making Midare auto crit. Having the strongest skill sometimes not do more damage than the second strongest, auto crit, probably just felt bad, so they made it also auto crit so that it would consistently be stronger.
    Well, Namakiri just replaced Midare with a longer CD between uses. Midare got nerfed in 6.0 when they added it.
    (0)

  7. #7
    Player
    Haruka_R's Avatar
    Join Date
    Dec 2018
    Location
    Ul'dah
    Posts
    587
    Character
    Fenix Starfire
    World
    Midgardsormr
    Main Class
    Ninja Lv 100
    I would love to use the PVP LB in PVE.
    (2)

  8. #8
    Player
    Catwho's Avatar
    Join Date
    Oct 2012
    Location
    Gridania
    Posts
    2,766
    Character
    Katarh Mest
    World
    Lamia
    Main Class
    Warrior Lv 100
    FFXI had this. They were called 1 hour abilities (originally 2 hours, but they got buffed.)

    Some were better than others. Most DPS classes were really strong, but then there was NIN, who got Self Destruct. Bard (a support class in XI) had the potency of their songs double. Red mage got 30 seconds of nonstop casting. If I remember right, black mage got no MP spells. That sort of thing.

    Most of them made their way into XIV in some form or another, for example XI's paladin got 30 seconds of pure invulnerability with Invincible, whereas XIV's paladin has Hallowed Ground.

    https://ffxiclopedia.fandom.com/wiki/One_Hour_Ability
    (0)

  9. #9
    Player
    Zaene's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    110
    Character
    Liara Lothaire
    World
    Tonberry
    Main Class
    Monk Lv 90
    Quote Originally Posted by Catwho View Post
    FFXI had this. They were called 1 hour abilities (originally 2 hours, but they got buffed.)

    Some were better than others. Most DPS classes were really strong, but then there was NIN, who got Self Destruct. Bard (a support class in XI) had the potency of their songs double. Red mage got 30 seconds of nonstop casting. If I remember right, black mage got no MP spells. That sort of thing.

    Most of them made their way into XIV in some form or another, for example XI's paladin got 30 seconds of pure invulnerability with Invincible, whereas XIV's paladin has Hallowed Ground.

    https://ffxiclopedia.fandom.com/wiki/One_Hour_Ability
    FFXI's paladin's invulnerability was physical damage only. *Thousand yard trauma stare*
    (0)

  10. #10
    Player
    Cabalabob's Avatar
    Join Date
    Sep 2013
    Posts
    1,671
    Character
    Gunsa Cabalabob
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    I’m gonna echo the sentiments that it would either be something they balance around and become just another button to push or it would be completely broken to the point where if it has any noticeable impact in 8 man content it would be absurdly broken in dungeons or open world content.

    But there is somewhere that this idea could work. Blue Mage. Powerful enough to one shot a dungeon boss? That’s fine, it’s blue Mage they can basically solo dungeons synced anyway. As powerful as an LB? Great, BLU doesn’t have one of those and could really use something like that for certain dps checks in higher level trials.

    They could even have multiple spells like this with different effects or mimicry requirements, maybe even something similar to FFXI’s unbridled learning where they had extremely powerful spells that were locked behind an ability with a long recast.
    (1)
    Last edited by Cabalabob; 07-11-2022 at 09:42 AM.

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