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  1. #1
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,336
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    Another idea of what could be done with Chain Stratagem to make it a little more interactive is that it applies a debuff that increases the amount of damage the SCH deals to the enemy, but also makes all spells instant for the duration. And reduce its cooldown to like 60 seconds.

    And there will be more interactions with Deployment Tactics, and Recitation if we assume their capabilities get expanded. Like Deployment off the enemy will just apply the debuff to all nearby enemies, and Deployment off the SCH could be a moderate movement speed buff (the 'safest' way to have a "haste" buff for allies).
    (0)
    Last edited by mallleable; 03-28-2024 at 02:43 AM. Reason: more thoughts

  2. #2
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    I posted this on a thread over in general, but it was kind of a weird place to put it, so I wanted to repost this here:

    After having played FF7 Rebirth, something that's danced around my head for a while was once again trying to take inspiration from Aerith for how white mage could be, since both FFXIV's white mage and Aerith are white mages associated with nature, and it gave me some interesting questions that I'd like some opinions on. What are your thoughts on a mechanic like this as white mage's standard attack spell instead of Glare?

    Dia - When pressed, deals single target damage with a potency of 220. When held for 2 seconds, becomes Tempest. If the hold is canceled, Dia is cast when the hold is released.

    Tempest - Deals AOE damage around your target four times with a potency of 40 per hit, then deals single target damage to your target with a potency of 100.

    It's sort of like an optional cast time. If you complete the cast, you get the slightly stronger spell and AOE damage out of it. Dia would also have a new, more simple animation of firing a small magic bolt at your opponent. This also merges your standard single target attack with your standard AOE attack. Holy III then remains as an AOE with a stun, but also grants you a Fleeting Familiar, which adds an extra 20 potency attack on the nearest enemy to all your spell casts and lasts 30 seconds.

    I have other ideas based on this concept as well, such as how Stone, Aero, and Water play into this, but what are your thoughts on an action like this, where you can hold down the button rather than press it to cast something different, but casts the "on press" spell if you release prematurely, either to move or by accident.
    (2)
    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. #3
    Player
    Icecylee's Avatar
    Join Date
    Mar 2011
    Posts
    206
    Character
    Rieanna Cohen
    World
    Excalibur
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by ty_taurus View Post
    I have other ideas based on this concept as well, such as how Stone, Aero, and Water play into this, but what are your thoughts on an action like this, where you can hold down the button rather than press it to cast something different, but casts the "on press" spell if you release prematurely, either to move or by accident.
    I don't hate the idea, but it seems like it would be really awkward with 14's lackluster netcode? Also be harder to accurately slide cast with, and make it harder for controller users to retarget between casts.
    (0)

  4. #4
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,369
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    Allow the use of Job gauge for attacks, much like SCH has Energy Drain... Lilies for WHM and Addersgall for SGE...

    WHM shouldn't be forced to overheal or wait for people to take damage to spend Lilies to get Rupture off, and SGE's MP recovery is tied to using Addersgall once again needing to find spots to spend them to get MP back.


    Energy Drain's 100 potency might be pathetic, but it allows you to get rid of excess Aetherflows to not waste them making it a great mechanic.
    (0)

  5. #5
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Icecylee View Post
    I don't hate the idea, but it seems like it would be really awkward with 14's lackluster netcode? Also be harder to accurately slide cast with, and make it harder for controller users to retarget between casts.
    Hmm, what if you don’t need to hold the full 2 seconds? Instead, you hold for a half second, and once you’ve held for that half second, you’re locked in and can release the hold to swap targets or slide cast?
    (0)

  6. #6
    Player
    Icecylee's Avatar
    Join Date
    Mar 2011
    Posts
    206
    Character
    Rieanna Cohen
    World
    Excalibur
    Main Class
    Gunbreaker Lv 90
    Yeah, I guess that could work. Seems like it could *easily* become very clucky to use in practice though and having separate buttons is probably better for 14? One of those things you've have to experience hands-on to tell either way.
    (0)

  7. #7
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,336
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    What could be done to allow Dia into Tempest is make Tempest its own spell, give it like a 20 second cooldown, but it's only available when you have a Tempest Ready proc. Using Dia now grants tempest Ready, and the proc lasts as long as the dot so you get a Tempest use for every Dia application.
    (0)

  8. #8
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by mallleable View Post
    What could be done to allow Dia into Tempest is make Tempest its own spell, give it like a 20 second cooldown, but it's only available when you have a Tempest Ready proc. Using Dia now grants tempest Ready, and the proc lasts as long as the dot so you get a Tempest use for every Dia application.
    That makes it a little different. I know I used the same name as the DOT spell, "Dia" but it was moreso meant to represent Aerith's basic attacks in FF7--your filler replacement. I went with "Dia" just because her normal attacks don't have a name and if we're discussing what fulfills the idea of the most basic offensive spell a white mage might use to fling at enemies, "Dia" is one I think does feel appropriate. But we could also call it something else to avoid confusion. Maybe "Spark" or something to that effect.

    Basically, the on press version of the attack is an instant cast single target attack while the on hold is a slightly stronger attack on single target that also has AOE and fulfills the role of your filler AOE attack without taking up any extra hotbar space. Another aspect that I thought would be cool is if you have to interrupt the cast of Tempest, then rather than losing the GCD entirely, you automatically cast Dia instead, making it an extra secure basic attack for White Mage, which I think compliments the idea of a forgiven, approachable healer as well. And I was thinking that your neutral game would involve trying to cast Tempest multiple times instead of Dia when you don't need to move, and using Dia for movement and weaving.
    (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.

  9. 04-01-2024 12:31 PM
    Reason
    Just gonna delete this to merge it with another.

  10. #10
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    4,065
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Rein_eon_Osborne View Post
    I’m probably gonna be bonked for bringing up yet another old AST cards. But there’s no harm in putting this one out, yeah?[...]
    So after writing out my thoughts on cards revamp couple of days ago, some more ideas that I kept to myself long time ago crept back again and I thought I might as well add them as an addition!
    1. Nocturnal Sect makes a return: this brings back all the axed nocturnal effect from many of AST's kits. Swapping sects in combat becomes possible, albeit with incurred adverse effect when done manually. Exactly what adverse effect is still not yet decided but it'll most likely be increased MP expenditure and slow effect temporarily.
    2. Benefic I upgrades into Benefic II. Potency is reduced to 600 per shot.
    3. Removal of Astrodyne, Celestial Intersection, Minor Arcana, Neutral Sect, and (lol) Undraw.
    4. Essential Dignity potency now scales between 250p to 1300p. Minimum threshold remains at 30% target's health.
    5. Draw loses their charges. Recast is knocked down to 25s. MP restoration is bumped to 8% per draw. All cards gives 6% damage with a secondary effect (exact potency is not yet properly thought) for the same duration:
      1. Balance = increases physical damage.
      2. Spear = guarantees critical direct hit on all AAs.
      3. Arrow = haste+.
      4. Spire = increases magical damage.
      5. Ewer = MP Regen and halves MP cost.
      6. Bole = reflect some damage taken back at their attacker.
    6. Playing card for yourself restores an additional 6% MP, grants 10% haste for same duration, and deals damage to surrounding enemies in 10y radius ala today's Lord of Crown but at random potency of damage ranging from 100p to 300p.
    7. Royal Road makes a return with slightly tweaked conditions:
      Royal Road
      Consumes currently drawn arcanum to empower the next card play.
      Consuming Balance, Spear, or Arrow increases the potency of next card played by 50%.
      Consuming Bole, Ewer, or Spire increases the buff duration by 10s.
    8. Three charges of Redraws makes a return. The recast for these charges are now 20s.
    9. Earthly Star's radius increase is now locked behind tiered phases. First 10s it remains as the old 8y Stellar Burst. At 11s to 19s, the radius grows to 12y. If it detonates on its own at 20s, it grows up to 20y radius. Potency remains as it is today.
    10. Exaltation learning level is lowered. Exact level is not quite known but preferrably anywhere from lv56 to 68. Gains 2nd charge at lv86. Their effect is also slightly altered:
      Exaltation (Cooldown: 60s | Charges: 2 | 30y)
      Reduces damage taken by 10% & grants "Exalted Detriment" to self or target.
      Exalted Detriment: Upon expiration, restores target's HP, cleanses one random detrimental status effect, and deals splash damage to surrounding 5y enemies with potency equals to 40% of total compiled damage taken by target when the effect expires. Total damage reflected cannot exceed target ally's max HP.
      Duration: 9s
      Cure Potency: 400
    11. Celestial Opposition now retains a semblance of its HW iteration's effect plus its Diurnal/Nocturnal effects. But with some addition that will look like this:
      Celestial Opposition (Cooldown: 60s) - 15y◯
      Restores own and nearby ally's HP depending currently active sect, stuns nearby enemies, and extends all beneficial effect granted by self by 6s. Upon usage, swaps sect without incurring adverse effect.
      Stun: 6s
      Diurnal Sect: Restores own and nearby ally's HP with a potency of 150 & grants regen with potency of 80.
      Duration: 15s
      Nocturnal Sect: Restores own and nearby ally's HP with a potency of 150 & erects barrier that nullifies incoming damage with a cure potency of 350.
      Duration: 20s
    12. Macrocosmos potency and MP cost is increased. The exact number of potency hasn't been decided yet, but MP cost would be anywhere above 2,000 MP.
    (1)
    Last edited by Rein_eon_Osborne; 04-04-2024 at 03:05 AM. Reason: Merging the previous post for easier read.

    "Outside obvious jokes/sarcasm, I aim to convey my words to the future readers who may come across mine posts. Can I change -your- mind, somehow? Potentially... but that's not why I'm writing. You and I have wrote our piece(s). We don't necessarily need to change each other's mind. But we can change other's."

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