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  1. #1
    Player
    ThorneDynasty's Avatar
    Join Date
    Oct 2021
    Posts
    817
    Character
    Gisela Thorne
    World
    Zodiark
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Manamaru View Post
    Give PLD a rez.
    And 5 more buttons that are mechanically dead ends with no kit interaction, since that job is already a walking graveyard of old animations that used to have a point. Surely we can dig up a few more to put on divisor-of-120 second cooldowns, it'd be a shame to let them go to waste.
    (0)

  2. #2
    Player
    Mostly_Raxus's Avatar
    Join Date
    Jun 2017
    Posts
    487
    Character
    Rax Ryujin
    World
    Adamantoise
    Main Class
    Ninja Lv 100
    give dark the means to self sustain the same as the other tanks, consider nerfing warriors self sustain to bring it in line with the others, and give me a tank that is a monk with 2 shields
    (2)

  3. #3
    Player
    CKNovel's Avatar
    Join Date
    Aug 2019
    Posts
    1,915
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    I don't have many expectations for GNB, even if the job wouldn't change I would still be very happy with it.
    Still:

    Aurora: Give a heal on cast along with the HoT, I feel like Aurora is weak for now.
    Camouflage: Either merge it with Rempart or make it stronger and not cumulative with Rempart. Tank 90s mitigation aren't strong enough in my opinion to stand as their own mitigation, they always must be paired with another cooldown unless you're doing dungeons.
    Continuation: Either allow to hold continuation or on continuation use, grants a 5s defensive buff. GNB is pretty fragile during its burst window and must double weave a lot if a tank buster is happening. I don't think it's a problem if it makes GNB a very tanky monster, WAR, PLD and DRK all have great tools that allows them to compete.
    Reload: A new action to allow generating cartridges during downtime. I believe all jobs heavily relying on resources should have something similar.
    (1)

  4. #4
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,458
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    If I had to pick DRK changes without going the complete rework route I'd do something like this:

    old skills:

    -Dark Mind: Changed from 20% Magic mit to 10% Mit and additional 10% Magic mit
    -Dark Missionary: Changed from 10% Magic mit to 10% Mit
    These skills feel awful in a good deal of content that focus on physical damage, mechanics like Harrowing Hell, Criterion, normal dungeons, Deep Dungeons and so on. These changes would make Dark Knights mitigations less specialized and available in all content

    -The Blackest Night: Dark Arts stack is granted upon the effect ending
    Similar to above, due to how gear scaling works in this game, a good deal of content does not do enough to allow TBN to work properly resulting it either using it at a steep damage loss, or not using it at all. With the additions of the other 3 lv 82 tank mits, I don't think this would be that much of an issue.

    Abyssal Drain: Decoupled from Carve and spit and turned into a GCD. This gcd consumes all of your accumulated Dark Side, and provides healing and does damage based on how much was consumed. Somewhat a return to allow for the old Abyssal Drain spam, which would be completely fine seeing how powerful tools like Bloodwhetting are. Dark Knight's sustain has fallen far behind the other 3, and this would be an interesting way to let it catch up, while also making Darkside a more interesting mechanic. The current version is just so woefully under powered. Cooldown could be something like 30s

    In reality I'm expecting next to nothing, but thats my shot at "fixing" dark knight without changing or removing mechanics.
    (1)

  5. #5
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    2,094
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    I feel like the argument that "tanks heal too much" has some truth to it but gets misunderstood a lot, I believe healers would still be boring even if no tank had any healing. I'm also not a massive fan of the idea that we have to remove more from tanks to make healers feel better.

    I guess I'm a bit at odds with how much Warrior heals In AOE, I think personally that should be changed to only 400 healing regardless of enemy count, Just to make it so you actually have to heal a warrior, The other thing I dislike is how Warrior is the Party healer tank...? That's something that just doesn't really fit the design I much rather Warrior be the Big Hp (passive above average tank hp would be cool), self sustaining tank that intimidates the enemy and mitigates their damage sort of support deal.

    With PLD Their self healing is mostly tied to magic attacks, which I personally thing the healing on them should be removed, Instead Clemency should become a MP management healing ability that if used right will not ruin your burst, but if spammed it will ruin your burst, giving PLD the a similar trade off for clemency being a emergency button, but also giving it some general use case. (If that's too strong also healing, mp numbers can always be adjusted

    GNB Self healing is really balanced, DRK barely self heals, So I don't see any issues with these two in particular.
    (1)

  6. #6
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,458
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    I'd rather not see DRK reworked for the sake of making its animations feel weightier, the only reason it works for WAR is because its a GCD centric job with much fewer and slower inputs, so you're going to frequently be seeing that fell cleave animation play out for 2 seconds. Dark Knights animations aren't bad honestly, but you're never going to see much of them due to how busy the job is with double weaving, whether that be its busy mitigation or boatloads of ogcds.

    But this has always been the case with DRK. Its always been busy like this with lots to weave, I'd rather not see a rework to push it even further into WAR clone for the sake of animation clarity, especially because that could only be achieved by removing what little of the jobs identity is left.

    I think they'd be better served giving DRK GCD animations that look more natural being interrupted. Bloodspiller is particularly bad because all you see of its animation is your character holding the sword above their head with both hands, and nothing else. You don't even see the swing. Its standard 123 isn't that much better. Souleater will cut off as soon as your characters starts jumping, so if you use edge after that you snap right back to the ground, its pretty jarring. On the oGCD side things are a little better, Edge/flood and Shadowbringer feel like they were made with the idea in mind that they had to be fast for weavings, but Carve and spit is a weird one where you can very easily not see the full animation.

    GNB had the benefit of them knowing what they wanted the job to do when the animated it so things flow better. It be nice if they could do the same for Dark Knight
    Not that I think they'd ever go back and reanimated old jobs, its basically unprecendented and this game LOVES its formula.
    (2)

  7. #7
    Player
    CKNovel's Avatar
    Join Date
    Aug 2019
    Posts
    1,915
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    I also forgot.
    I'd like Shirk and Taunt to be slightly buffed.

    Taunt should passively generate enmity towards you for a few seconds.
    Shirk should redirect generated enmity towards your target for a few seconds.

    I just want to be able to put on my tank stance and shirking pre-pull without having to think about putting tank stance on, taunting and putting mitigation on while doing a gunbreaker opener.
    (0)

  8. #8
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,458
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    Well EW to DT is the first time in this game's history where they cant pad out tank content by stripping something from DRK and putting it on all the tanks. So they're probably going to have to pick WAR or PLD for that this time, unless they really want to hand out Oblation or Enhanced Unmend.

    Imagine if Equilibrium gets removed from WAR and gets turned into a Role Action as a Tank version of Second Wind. That would cause some seething.

    But in all honesty I think every tank is in a bad spot identity wise.
    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. Making odd design decisions like "every tank HAS to have their own version of another tank's skill" isn't really helping things. I don't think the lv 82 short tank mits were a healthy idea, and I think its further homogenized tank mitigation except Dark Knight's, who has the niche benefits of shorter CDs on TBN, Oblation and Dark Mind. So I'm guessing thats changing in DT.
    (4)
    Last edited by Oizen; 01-19-2024 at 02:35 AM.

  9. 01-19-2024 04:43 AM

  10. #10
    Player
    rawker's Avatar
    Join Date
    Dec 2014
    Posts
    1,197
    Character
    Rawker Stone
    World
    Excalibur
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Oizen View Post
    Well EW to DT is the first time in this game's history where they cant pad out tank content by stripping something from DRK and putting it on all the tanks. So they're probably going to have to pick WAR or PLD for that this time, unless they really want to hand out Oblation or Enhanced Unmend.

    Imagine if Equilibrium gets removed from WAR and gets turned into a Role Action as a Tank version of Second Wind. That would cause some seething.

    But in all honesty I think every tank is in a bad spot identity wise.
    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. Making odd design decisions like "every tank HAS to have their own version of another tank's skill" isn't really helping things. I don't think the lv 82 short tank mits were a healthy idea, and I think its further homogenized tank mitigation except Dark Knight's, who has the niche benefits of shorter CDs on TBN, Oblation and Dark Mind. So I'm guessing thats changing in DT.
    PLD lost Rampart and it became a Role action.. Plus Convalescence and baked it into WAR. So I dunno.
    (1)

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