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  1. #91
    Player
    Mayhemmer's Avatar
    Join Date
    Aug 2022
    Posts
    328
    Character
    Tanu Ki
    World
    Faerie
    Main Class
    Dancer Lv 90
    I'd like if each tank (aside from GNB, can't comment as I don't touch it) had more interesting gimmicks and mechanics attached to their core job mechanic, which in this case I suppose would be the gauges and spenders. Not random one-off, uninteresting gimmicks or mechanics either, but things woven into their overall kit. At this point, across all jobs, I'm pretty sick of the abundance of "press for effect" abilities; cooldowns you press that do one single uninteresting thing that has zero interaction with anything else at your disposal outside of it's initial effect. Press this, get 10% damage reduction. Press this, get gauge equaling one spender. Press this, 60s cd, flat potency attack. Etc.. Kind of sick of that. I just think it's so boring.

    I get that power creep is a very real issue when it comes to just stacking effects, but I'm not asking for more effects on more abilities. I want fun job mechanics again, things that thematically fit each tanks identity and set them apart from one another mechanically. Obviously there's going to be some differing views on what constitutes job identity at this point, but I just wish the team would get creative with it. I guess this might have been the case in the past, I'm not sure. I didn't really swap around much in HW, and only started to branch out near the end of SB.

    I know there's this whole thing against raising the skill floor, but interesting mechanics can still be added to each job without doing that. I know I'm not being very specific with what I want here, and that's because I know what constitutes interesting job mechanics or depth tends to be subjective, but it's just frustrating to not see much of anything unique dividing jobs outside of APM differences.
    (2)

  2. #92
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,039
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Oizen View Post
    Despite WAR's tendancy to cannibalize other tank's traits and abilities it really hasn't mechanically changed at all since Stormblood, and arguably only gets easier every patch.
    It doesn't just get easier every expansion it also gets blander.

    Even after the big "dumbing down" that was the 4.2 rework WAR still had things to manage outside of just hitting the hurr durr Fell Cleave button. Carefully choosing when to spend gauge to maximize your crit bonus, manipulating your GCD with Onslaught (which was roughly the same potency per gauge as Fell Cleave), working around your 1 stack Infuriate and IR's cooldown reduction of it, keeping your 30 second Eye of the Storm buff up which you couldn't refresh during the 10 second IR window.
    Technically all small annoyances that did however add some depth to the job nonetheless, all removed in the name of convenience.


    Quote Originally Posted by Rithy255 View Post
    Good point really, considering PLD was the "og" mitigation tank, Obviously other tanks should had mitigation, but PLD was originally designed as the strongest mitigation tank for a while... at least non magic which granted isn't a good identity.
    Even in Stormblood when it was able to block magic it was technically still the strongest mitigation tank. 40% DR on Sentinel, 20% DR on Cover, uncapped block strength and rate leading to potentially 30-something % DR on blocked attacks and of course Hallowed Ground. The downside was that they all came with long cooldowns but I remember that while I was sweating in O10S on Warrior it felt like Midgardsormr was basically tickling me on Paladin, just Cover and Shelltron made a joke out of his buster.
    (2)

  3. #93
    Player
    Metricasc's Avatar
    Join Date
    Jun 2020
    Location
    Ul'dah
    Posts
    47
    Character
    Adrian Montoya
    World
    Ravana
    Main Class
    Paladin Lv 100
    nothing too crazy but here would be what I want:

    DRK:
    - remove 1 Shadowbringer stack, make the Shadowbringer about 750-850 potency but only on a strict 60 sec cooldown
    - make AoE combo and unmend into weaponskills rather than spells so they are not affected by spell speed or create a trait that makes spell speed scale from skill speed.

    PLD:
    - Upgrade Goring(Boring) blade into a cleave,
    - Upgrade Circle of Scorn (nothing new, but its about time)
    - rework Cover: bring back the innate 20% mitigation on it, make it a manual teather (akin to fairy teather),
    - give a trait that makes PLD's magic GCD scale from skill Speed rather than Spell Speed, this allows PLD to run on a more flexable skill speed.

    WAR:
    - unmarry orogeny and upheaval, or replace both of them with an upheaval 2 which cleaves.
    - new look combo enders
    - (what we probs getting) a new inner chaos and chaotic cyclone and primal rend.

    GNB:
    - Unmarry the 2 cart cost for Double Down and make it either linked to No mercy usage or a flat GCD cooldown with 60 seconds as a base. (akin to Chain Saw and current Goring blade)
    - return carts back to 2 cartages because of above change
    - A continuation for Fated Circle and Double Down.
    - increase the base damage mitigation on camouflage from 10% to 15% simply to increase the bottom end of possible mit from it due to how parries work in the game.
    (0)
    Last edited by Metricasc; 01-19-2024 at 10:20 PM.

  4. #94
    Player
    Arohk's Avatar
    Join Date
    Jul 2019
    Posts
    1,332
    Character
    Lucretia Ryusagi
    World
    Twintania
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Metricasc View Post
    - give a trait that makes PLD's magic GCD scale from skill Speed rather than Spell Speed, this allows PLD to run on a more flexable skill speed.
    No , they need to merge skillspeed and spellspeed into one single stat, Haste. (Which already exists in the game)
    (5)

  5. #95
    Player
    Metricasc's Avatar
    Join Date
    Jun 2020
    Location
    Ul'dah
    Posts
    47
    Character
    Adrian Montoya
    World
    Ravana
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Arohk View Post
    No , they need to merge skillspeed and spellspeed into one single stat, Haste. (Which already exists in the game)
    this would work too, given how few classes work with both
    (1)

  6. #96
    Player
    Colt47's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    1,809
    Character
    Kan Himaa
    World
    Balmung
    Main Class
    Gladiator Lv 100
    My first comment is that I really want oblation earlier than level 82. The second part I'd like done is just combining Oblation and Dark Mind so that we got 10% universal mit and 20% mit against magic that we can put on other targets. Also, can we just get a self heal on TBN so it is a combo shield and heal? It feels like every other tank has this in some form.

    Also, how the flying hells am I supposed to use defense cooldowns with salted earth and Shadowbringer taking up 4 OGCD charges, plus having carve and split? I feel like I hit a burst phase and now I'm stuck deciding "am I going to do the damage I'm expecting and make the healer cry, or am I going to use defense cooldowns?" :P
    (3)
    Last edited by Colt47; 01-21-2024 at 07:32 AM.

  7. #97
    Player
    Arohk's Avatar
    Join Date
    Jul 2019
    Posts
    1,332
    Character
    Lucretia Ryusagi
    World
    Twintania
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Colt47 View Post
    Also, how the flying hells am I supposed to use defense cooldowns with salted earth and Shadowbringer taking up 4 OGCD charges, plus having carve and split? I feel like I hit a burst phase and now I'm stuck deciding "am I going to do the damage I'm expecting and make the healer cry, or am I going to use defense cooldowns?" :P
    rookie mistake to use mitigation only when the boss is already casting a tankbuster,
    (0)

  8. #98
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,407
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    I wouldn't be against merging Dark Mind and Oblation, but just merging them would be a net nerf to DRK's mitigation unless other things are done.

    I honestly think almost all of DRK's mit problems could be solved if TBN guaranteed the Dark Arts stack when it expired. Right now it feels as frail as it does because TBN isn't spammable like HoC/HS/BW, combined with the no sustain, combined with Dark Mind and Missionary only being magic. Not saying all of these need to be solved, but some of them definitely should be.
    (1)

  9. #99
    Player
    ItsUrBoi's Avatar
    Join Date
    Nov 2021
    Posts
    150
    Character
    Scuffed Guts
    World
    Spriggan
    Main Class
    Dark Knight Lv 100
    Here's my wish list dear developers and fellow forum readers:

    DRK: Mostly a complete rework...

    - Quietus removed
    - A new combo path after Syphon Strike that adds a heal over time and upgrades Souleater into a new ability that does a lot of damage. You alternate between this new combo and upgraded Souleater when outside of burst windows.
    - Delirium grants 2 stacks of Delirium, each stack allowing Bloodspiller to combo into 2 new actions. A new combo that can be used twice in quick succession, actions which are part of this combo grants 15% Skill / spell speed.
    - Living Shadow grants a RPR Enshroud like effect, increasing Darkside's damage bonus from 10% to 20% ( this would make sense on your HUD as well as you have a RED icon next to your "armor" )

    GNB:
    - Continuation on Double Down and Fated Circle.
    - Combo action after Double Down with another Continuation
    - Another GCD in the Gnashing Fang combo
    - A button that resets the cooldown of Gnashing Fang and Double Down so you can use them again ( every 2 minutes, when you'd just use 3 bullets on Burst Strike... ), could be added to existing Bloodfest.

    WAR:
    - A combo action after every Fell Cleave.
    - A gcd action that opens a wound on target, which last for some seconds, dealing damage to target compiles damage up to a maximum, then the gcd turns into a super heavy axe attack that obliterates the target for 1000 potency or something.
    - Infuriate also adds a small damage over time effect to your next attack ( works on Inner Chaos / Chaotic Cyclone ). Damage over time effects do refresh and stack for more damage.
    - Upheaval's cooldown is reduced by 6 seconds whenever using any beast gauge action.

    PLD:

    - Atonement combos into 2 new actions.
    - Holy Spirit places a mark on target, which is detonated by Goring Blade or Royal Authority, dealing damage proportional to the attack that triggered it.
    - Holly Circle places the same mark, triggered by Confiteor.
    - Cover no longer has a gauge cost.
    (0)

  10. #100
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,039
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by ItsUrBoi View Post
    GNB:
    - Continuation on Double Down and Fated Circle.
    - Combo action after Double Down with another Continuation
    - Another GCD in the Gnashing Fang combo
    - A button that resets the cooldown of Gnashing Fang and Double Down so you can use them again ( every 2 minutes, when you'd just use 3 bullets on Burst Strike... ), could be added to existing Bloodfest.
    I see some issues with those additions, even if we assume that they'll extend the duration of No Mercy so you can fit all of those skills inside the buff window in the first place.

    -Even less weave slots for defensives
    -Resetting Gnashing and Double Down to use them a second time during No Mercy means that their cooldown has now reset as well, leading to massive drift on those skills.
    -Since GnB always has some drift on it's 1-2-3 combo you can potentially run into the issue where you enter your next burst phase on a finished combo and only 2 cartridges, which is even more clunky than the current forced 2-cart burst we have.
    (4)
    Last edited by Absurdity; 01-23-2024 at 06:33 PM.

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