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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,885
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Oizen View Post
    This sort of line of thinking is really standard in this community for some reason.
    It reminds me of the old "Let's buff Piety, Tenacity, and Direct Hit so they're all real choices and each role would have its own best stat. But, let's also remove Skill/Spell Speed from the game, since it's just an annoyance," or "Consolidated combos would remove all the complexity of jobs, because you'd just hit the one button over and over!" all while shutting down any discussion of branching actual, real decisions (where what's optimal would rely on context and foresight) or combo actions being separately usable with actual synergies instead of just being finger-traps.

    So many here seem to prefer a pretense of complexity over any actual depth in practice. Le sigh.
    (7)

  2. #2
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,560
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Shurrikhan View Post
    It reminds me of the old "Let's buff Piety, Tenacity, and Direct Hit so they're all real choices and each role would have its own best stat. But, let's also remove Skill/Spell Speed from the game, since it's just an annoyance," or "Consolidated combos would remove all the complexity of jobs, because you'd just hit the one button over and over!" all while shutting down any discussion of branching actual, real decisions (where what's optimal would rely on context and foresight) or combo actions being separately usable with actual synergies instead of just being finger-traps.

    So many here seem to prefer a pretense of complexity over any actual depth in practice. Le sigh.
    I really wish they would just revamp those stats to make them something more interesting.

    Sks and Sps have absolutely no business in being separate entities. And then there's the question (which I don't know the answer), but how to make speed attractive to more jobs, especially non casters?

    Why direct hit even exists? It's just a different form of crit. If there's something to take note from WoW, is the mastery stat. Something that interacts directly with your job's kit, which could be potentially interesting.

    It would be cool if we had one side of the armor kits dedicated to offensive materia, and the other side to defensive/utility materia - and that could open to stuff like movement speed, leech, damage reduction, etc.
    (2)

  3. #3
    Player
    Bekuta's Avatar
    Join Date
    Dec 2022
    Location
    Limsa Lominsa
    Posts
    55
    Character
    Chuchunni Chunni
    World
    Exodus
    Main Class
    Black Mage Lv 92
    I miss Warrior's cone AoE. It felt unique, and made playing it a little more involved since you needed to face the enemies you wanted to effect. Now it's just the same AoE combo that every other tank has.
    (7)

  4. #4
    Player
    Equitable_Remedy's Avatar
    Join Date
    Oct 2020
    Posts
    917
    Character
    Eristede Kell
    World
    Sargatanas
    Main Class
    Ninja Lv 100
    NIN main, and NIN feels great to play. The class is very well designed - opener/burst/rotation feel great, the aesthetics hit right (Goka Mekkyaku and Fleeting Raiju are some of my favorite ability animations in the game), and the mudra system captures the Naruto ninjutsu vibe without being too fiddly. NIN is killing it.
    (1)

  5. #5
    Player
    Lunalepsy's Avatar
    Join Date
    Mar 2016
    Posts
    1,140
    Character
    Yxiah Eruyt
    World
    Balmung
    Main Class
    Red Mage Lv 90
    What identity? They all look and taste the same.
    (11)

  6. #6
    Player
    remiff's Avatar
    Join Date
    Jul 2016
    Posts
    808
    Character
    Caius Megaflare
    World
    Ragnarok
    Main Class
    Summoner Lv 100
    For me endwalker is by far the worst extension in terms of job balancing, the jobs have been homogenized, there is still a significant DPS disparity between the Melee and the rest, except black mage, which is the only exception since 6.4.

    The 120s meta is boring,
    DPS/tank roles have too much team heal/hot effect it's ridiculous
    even if it's a big design mistake, and the players who did it are excellent, it made TOP possible without healers which should never be possible on FF14, and which proves that he has a serious problem with the healers on the game who are far too
    unnecessarily assisted by regen/heal effects which affect all the team that no jobs in the DPS/TANK category have claimed from the devs all the more.

    the Warrior in the dungeon has almost no need or even no need healer so much this balancing error has healing/regen effects that are exaggerated and that he shouldn't have as many.

    The rework of the summoner which has lost all the depth of its gameplay, all the management has disappeared
    and the job became a ranged physical DPS with 4 casts/minutes,
    the rework had good bases, but square enix made it the most lazy rework of the game and was ultimately totally botched.

    He has so much to say about endwalker balancing that we're going to avoid saying them all or we'll end up releasing a complete encyclopedia.
    (6)
    Last edited by remiff; 07-08-2023 at 05:38 AM.

  7. #7
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,433
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    I do find it weird how WAR is currently an Omni-job of all content, and every single one of its skills has some additional effect that makes it better than the other tanks.

    Other 3 just get a flat 30% mit, War gets that plus damage reflection,
    DRK/GNB get a flat magic mit only for their raid wide mitigation, PLD gets a shield/heal. WAR gets a Shield/Heal/Regen/Shield Buff for absorbing other mits
    Other 3 tanks can shield others instead of themselves, WAR gets to do it while also healing itself

    Inner Release grants guaranteed Crit/DH, Knockback resist, immunity to some debuffs, and extra time on your damage buff mechanic,
    Delirium lets you regen 1/5 of an edge of shadow.

    And it gets the best invuln to boot.
    Someone needs to tell the job balance team to stop.
    (11)
    Last edited by Oizen; 07-10-2023 at 08:36 AM.

  8. #8
    Player
    Elissar's Avatar
    Join Date
    May 2020
    Location
    Ul'dah
    Posts
    502
    Character
    Ellisar Loravalur
    World
    Behemoth
    Main Class
    Black Mage Lv 90
    I am happy with BLM, MNK, DRK, GNB...the only job that i am not happy with is RDM.
    (1)

  9. #9
    Player
    Eorzean_username's Avatar
    Join Date
    Apr 2016
    Posts
    567
    Character
    Azephia Dawn
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Shurrikhan View Post
    Splitting up the raid buffs wouldn't have an impact on the relative penalties of death, to be clear. They'd still be used on cool down in order to get as many uses and potential sync-ups as possible within the fight. The main difference would merely be that the shorter the CD, the more likely a death is to delay its activation, punishing self and especially the party.
    I assume that they're referring to how screwed someone is if the timing of their death wipes out one of their 2-minute burst sync-ups, or the resources accumulated for it, since so much potency magnification occurs in those windows. In that sense, if you still had a round of 60s buffs coming up, you could at least try to rebuild resources and hit those, vs. right now, where you just end up in a pure deadzone (minus maybe a stray AST card) until the next 2m mark.

    If you made no other change, it would still have the same amplitude at the 2m mark since the 1m's would just line up again there, but you'd have shallower valleys in-between those peaks and your 60s dumps would be more valuable, which would work to spread out the total damage distribution a bit and give you some "consolation prizes" in between the 2m dumps.
    (3)

  10. #10
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by Eorzean_username View Post
    ...
    This happens anyways. I can think of several jobs that have a 60s personal burst with a bigger 120s window that aligns with burst. There are some inequalities in terms of the opening burst vs. the subsequent two minute windows, because some jobs are more traditionally timer driven and others actually require you to pool resources, although hopefully these get addressed next expansion. What's really interesting is when you can reallocate resources from your 60 second window into your 120 second window for the purposes of tincture or a mechanic like Everburn from last tier.

    As for the fight design itself, mechanic checks are deliberately designed to align with burst windows. This is sensible really, and lends itself to some entertaining optimization challenges. It's especially interesting when you also have 'placeholder GCDs' that you can use to offset the timing of a cast or positional to work around little variations in mechanics timings (i.e. if I get debuff X, I use a placeholder to alter my GCD timing, but if I get debuff Y, I don't). They've deliberately given some fairly soft checks this last tier, so it's really more about understanding mechanics than anything else.
    (0)

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