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  1. #1
    Player
    SaberMaxwell's Avatar
    Join Date
    Jul 2017
    Posts
    1,244
    Character
    Saber Maxwell
    World
    Faerie
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Rychu View Post
    Xenosys actually made a pretty good take on why he would prefer them to condense most job's 1-2-3 combo into one button. He proposes that the condensing of 3 buttons down to one button introduces 2 more buttons that they can use to add variety to the jobs. Maybe having 3 different combo buttons that all have their own 1-2-3 or 1-2 or 1-2-3-4 amount of buttons to press. I would be open to that change. If I was to add my flair I would like it if we get 3 buttons that all have their own combos that they still interact in some way. For example, lets say we have 3 different buttons that all have their own 1-2-3 combo. Pressing the 1 button twice, combos into one of the other 2 for a different 3rd combo finisher. Add a little spice to that filler rotation and boom fillers aren't so snooze fest anymore
    My problem with this is the word "can." They CAN use the added space to make more variety, of course, and if they did it would be a net positive.

    But WILL they? I'm not convinced. They didn't for healers. SMN is a canary in the coal mine for casters like as not.

    I'm jaded and cynical though. Its a net positive if the reduction in combo buttons adds variety, but if they stop at step 1 here and drop the ball after, its gonna be aggravating personally speaking.
    (1)

  2. #2
    Player
    Milkbeard's Avatar
    Join Date
    Sep 2015
    Posts
    104
    Character
    Milk Beard
    World
    Gilgamesh
    Main Class
    Red Mage Lv 100
    Other than what has been expressed thus far, is there anything else you guys wish to add on to this wishlist thread? I feel like if the devs search the forums for feedback at some point before 7.0 they are more than likely going see the multiple threads tagged "7.0 wishlist" for the different classes -so if you can think of anything else, let me know and I'll add it to the post. As long as you keep it feasible, and not a creative rewrite of everything that is red mage, I think it can still fit it in. (I'm sure 10+ clones of this exact thread will pop up between now and release too)
    (0)

  3. #3
    Player
    Rychu's Avatar
    Join Date
    May 2023
    Posts
    107
    Character
    Damian Ravenhold
    World
    Cactuar
    Main Class
    Red Mage Lv 100
    Throwing my hat in the ring for glam, I wish the artifact gear would try some more varied options. We have been getting variations of the same outfit since stormblood and personally, I think they have all looked objectively worse compared to the lvl 70 set. personally I would love to see either a butler aesthetic or just a more business/modern suit design. Red Mages to me, look the coolest when the flashiness is hidden until they start doing the flippy dippy shit and that would really scratch the 12 year in my brain and his sense of what is cool.

    Besides that, I would love if they did some more stuff with the swords we summon. While cool and badass conceptually, we really don't do much with them with them only being two ogcds. I would love if maybe as an alternative movement option they had a phase of the rotation that the summoning of swords. Maybe after we stack up enough verfinishers? IDK that would need to be workshop-ed hard
    (0)

  4. #4
    Player
    Milkbeard's Avatar
    Join Date
    Sep 2015
    Posts
    104
    Character
    Milk Beard
    World
    Gilgamesh
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Rychu View Post

    Besides that, I would love if they did some more stuff with the swords we summon. While cool and badass conceptually, we really don't do much with them with them only being two ogcds. I would love if maybe as an alternative movement option they had a phase of the rotation that the summoning of swords. Maybe after we stack up enough verfinishers? IDK that would need to be workshop-ed hard
    Yoo i didn't think about that!! Put some glowing swords in our sword combo!!

    This seg-ways perfectly into these questions

    What kind of new animations would you like to see for new moves? What could be some new moves they could add? Bonus points if you have a lore justification for them adding them!
    (0)
    Last edited by Milkbeard; 10-24-2023 at 08:13 AM.

  5. #5
    Player
    Rychu's Avatar
    Join Date
    May 2023
    Posts
    107
    Character
    Damian Ravenhold
    World
    Cactuar
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Milkbeard View Post
    Yoo i didn't think about that!! Put some glowing swords in our sword combo!!

    This seg-ways perfectly into these questions

    What kind of new animations would you like to see for new moves? What could be some new moves they could add? Bonus points if you have a lore justification for them adding them!
    Yeah see?? No one thinks about the conjured swords which is why I think they feel so tacked on and forgotten about. If they were to lean into the glowing swords, my personal taste would be this and ill try to paint a good image. You build up say three stacks from doing your verfinisher combo which leads into a glowing sword combo, completely ranged and instant cast to help with the movement issues. You do however many wooshy wooshy of the swords being conjured that the developers wants and then you do a VerUltima which can be a tiny little ball thrown at the enemy that does nothing until your next skill which sends one more sword to pierce it and then BOOM. Big animation for most likely mediocre damage but who gives a fuck that sounds cool to me. It would never happen but hey, a homie can dream right?

    Either that or just give me a literal flash grenade so I can blind the party even when LB3 isn't up
    (1)

  6. #6
    Player
    Milkbeard's Avatar
    Join Date
    Sep 2015
    Posts
    104
    Character
    Milk Beard
    World
    Gilgamesh
    Main Class
    Red Mage Lv 100
    What are some people's thoughts on mana rushing? Do you want to see it continue as a playstyle in 7.0?

    For those not completely in the loop, red mage meta leans into popping manaification off cd as a form of optimization (for a lot of fights). This is done to squeeze out additional sword combos through out a total encounter. It can also yield some fight specific buff alignments. Manarushing is done despite the intended design of manaification offering a temporary damage buff that intuitively suggests it should be popped when a boss is targetable.

    Here are some pros and cons of mana rushing
    Pros
    You get more sword combos overall depending on how many 2 minute intervals are in a fight.
    It can help guarantee your reopeners have a full 2 sword combos depending on certain fights or phases (its currently our only way of building resource when boss is gone).
    It can be rewarding researching fights that you haven't cleared, gauging what your comp's clear time is capable of, then choosing to mana rush.

    Cons
    Manaification and embolden drift apart from each other. Some fights it is minor, others it can be drastic. Basically you may not be getting a clean triple finisher pot or double sword under embolden in some encounters.
    The (5%) damage boost from manaification often means less, or sometimes means nothing, as you are popping it when the boss isn't targetable, or you are popping it outside of standard burst window activation.
    It requires more encounter research than anything else for red mage. You can't go into new fights or phases knowing whether or not it is optimal to mana rush, its something you learn from estimating and researching specific encounter durations from those who have already cleared. If executed inappropriately, you will experience a sharp dps loss from personal burst misalignment.



    What changes would you make to manaification/resource generation?
    Would you like to see devs lean into this player designed meta of manarushing? Or make a change to manaification that makes manaification optimal only when bosses are targetable?
    (1)

  7. #7
    Player
    Milkbeard's Avatar
    Join Date
    Sep 2015
    Posts
    104
    Character
    Milk Beard
    World
    Gilgamesh
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Milkbeard View Post
    What are some people's thoughts on mana rushing? Do you want to see it continue as a playstyle in 7.0?

    For those not completely in the loop, red mage meta leans into popping manaification off cd as a form of optimization (for a lot of fights). This is done to squeeze out additional sword combos through out a total encounter. It can also yield some fight specific buff alignments. Manarushing is done despite the intended design of manaification offering a temporary damage buff that intuitively suggests it should be popped when a boss is targetable.

    Here are some pros and cons of mana rushing
    Pros
    You get more sword combos overall depending on how many 2 minute intervals are in a fight.
    It can help guarantee your reopeners have a full 2 sword combos depending on certain fights or phases (its currently our only way of building resource when boss is gone).
    It can be rewarding researching fights that you haven't cleared, gauging what your comp's clear time is capable of, then choosing to mana rush.

    Cons
    Manaification and embolden drift apart from each other. Some fights it is minor, others it can be drastic. Basically you may not be getting a clean triple finisher pot or double sword under embolden in some encounters.
    The (5%) damage boost from manaification often means less, or sometimes means nothing, as you are popping it when the boss isn't targetable, or you are popping it outside of standard burst window activation.
    It requires more encounter research than anything else for red mage. You can't go into new fights or phases knowing whether or not it is optimal to mana rush, its something you learn from estimating and researching specific encounter durations from those who have already cleared. If executed inappropriately, you will experience a sharp dps loss from personal burst misalignment.



    What changes would you make to manaification/resource generation?
    Would you like to see devs lean into this player designed meta of manarushing? Or make a change to manaification that makes manaification optimal only when bosses are targetable?
    I personally do not want the class to continue the mana rushing meta. I just want some way of building resource during down time instead.
    (0)

  8. #8
    Player
    Narigo1's Avatar
    Join Date
    Jun 2019
    Location
    Uldah
    Posts
    39
    Character
    Hugo Narigo
    World
    Exodus
    Main Class
    Samurai Lv 90
    What we getting are Verfire and Verstone upgrades and new physical combo finisher
    (0)

  9. #9
    Player
    Higashikata's Avatar
    Join Date
    Aug 2014
    Posts
    200
    Character
    V'priva Chxlyka
    World
    Balmung
    Main Class
    Archer Lv 85
    I think red mage should have a DoT or anything to give them more damage
    (0)

  10. #10
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,891
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Higashikata View Post
    I think red mage should have a DoT or anything to give them more damage
    It's generally best to consider damage tools and total damage/relative_potency per minute as two entirely separate things.

    You will get on average --across the fights the game is actually tuned toward/around-- the ppm / DPS the devs meant to give you, regardless of your damage profile, specific damage actions, etc.

    The individual skills only determine...
    1. (with decreasing relevance as fight length increases) what fights punish or reward you for being a RDM and
    2. the flow of your combat (your "button-flow", cognitive load, etc.).
    All that is to say... if you don't want DoT gameplay, don't ask for a DoT just for its damage. Likewise, if there are other kinds of gameplay you don't want, don't ask for "anything to give them more damage", as you can as likely harm your gameplay as improve it.

    Instead, just ask for more damage, which would default to "roughly proportionate increases across all skills' potencies, or as near to proportionate as can be managed without overbuffing the job, such as by increasing only those that would shift RDM's internal balance --and therefore decision-making and/or optimization thresholds-- the least."

    And if you do want X gameplay, specifically, go ahead and ask for it even if the given job is already overpowered; the kit's power can be reined back accordingly per the new skill's intended internal balance (as you'll need to do anyways in the case that said job is overpowered).
    (0)
    Last edited by Shurrikhan; 11-02-2023 at 02:22 PM.

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