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  1. #1
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    The timing window on the short recasts is actually backwards. During Stormblood, we had some discussions on the tank forums around making cooldowns more timing dependent. The classic example is where you only need Rampart to mitigate a single hit, so you pop the action 18 seconds early. That makes your effective recast 72 seconds, because the cooldown starts trending down earlier. A really specific case of this that I used as an example back then is where you use Living Dead shortly after pull on God Kefka to mitigate both a 0:21 Hyperdrive so that it will also be up for a 5:17 Ultimate Embrace.

    In the case of something like Holy Sheltron, the equivalent would be if Knight's Resolve activated on the last 4 seconds of the effect rather than the first 4 seconds. It's a bit like those Mario RPG style games, where timing a button press mitigates more damage than you would normally. It also means that you can do more fun things like tankbusters without castbars and interesting animation tells/fake-outs/roll catches. Unfortunately, it seems like they implemented the principle backwards without really understanding it.

    Quote Originally Posted by ASkellington View Post
    ...
    I personally think Clemency's implementation has problems. Hotbar space is at a premium such that to add new actions you often need to remove some. We're getting to a point in jobs' development where expansions tend towards animation updates on pre-existing actions (i.e. Broil 12). Having a button that you don't press outside of progression/emergencies isn't effective use of hotbar space. I think it's fine for that functionality to exist, but it should also have a reason that you want to press it under normal circumstances.

    A compounding fact in this is that Endwalker indirectly devalued Clemency in 6.0 by adding lifesteal(!) to Holy Spirit/Circle, which already has half the MP cost. The end result is a button that you don't want to press under most circumstances. I think what is missing is a conditional proc that intermittently makes it damage neutral to give it baseline value. That in turn would open up the option of moving PLD's sustain off of passive lifesteal effects on their offensive spells to deliberate use of Clemency.

    The Abyssal Drain/Carve and Spit merger wasn't really about introducing trade-offs in single target healing, which DRK has been historically terrible at anyways. It had more to do with the fact that DRK's gameplay has become progressively oGCD heavy with relatively few GCDs, so it was a way of cutting back on the amount of actions that you need to weave in during burst. Again, if you made Abyssal Drain into a non-damaging healing spell that is a potency loss, people are unlikely to use it. You also create this bizarre thematic mismatch where Paladins are siphoning life from their enemies with holy magic while Dark Knights are healing themselves up with non-damaging dark magic.

    I think defensive actions should always have some condition under which they are damage neutral. You want to reward players for using their actions cleverly, not punish them for choosing to press a button on their hotbar. Otherwise you're better off removing the action altogether. I think what's missing is the 'clever use'. Right now, heals and mitigation are just sitting there waiting to be used. I want to see more ways to reward players for getting the timing of these actions right, instead of passive effects that occur automatically and reactive effects that you can use whenever you feel like.
    (1)

  2. #2
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    1,923
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Lyth View Post
    I personally think Clemency's implementation has problems. Hotbar space is at a premium such that to add new actions you often need to remove some. We're getting to a point in jobs' development where expansions tend towards animation updates on pre-existing actions (i.e. Broil 12). Having a button that you don't press outside of progression/emergencies isn't effective use of hotbar space. I think it's fine for that functionality to exist, but it should also have a reason that you want to press it under normal circumstances.
    While I agree Clemency does contribute to limiting Paladins hot bar space, it's actually not something that should be took off for that said reason, Personally I find clemency actually useful in fights especially when a healer is down for example you can sustain key players while the other healer is busy rezzing ect.

    If I were to remove anything Shield bash would come first, and I'd even rather remove Cover before clemency as I think clemency has way more use cases then cover does, Ideally I don't want cover to be removed just to be useful again.

    But here's the thing, PLD's got a lot and... I mean a lot of redundancy on skills, for example Fight or flight mainly used to buff burst damage... when you already have a burst button in req, Goring blade it serves zero purpose other then to be a high potency hit... which again you already have 4 of those, I'm sure they could be scaled up to compensate removing goring, a button that no one currently cares about. (Personally I want goring to be a second combo path again just let it do something else and be more flexible).

    Not Even that Holy spirit? couldn't we just merge circle with it into a cleave attack at 72. The list goes on and on, on what can be done before clemency should be removed.

    EDIT:
    I will add I wouldn't mind it if clemency had a way of becoming ogcd (no cast obviously) once per minute or something ontop of its normal function.
    (0)
    Last edited by Rithy255; 05-08-2024 at 04:29 PM.

  3. #3
    Player
    ASkellington's Avatar
    Join Date
    Dec 2019
    Posts
    985
    Character
    Xynnel Valeroyant
    World
    Balmung
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Lyth View Post
    The Abyssal Drain/Carve and Spit merger wasn't really about introducing trade-offs in single target healing, which DRK has been historically terrible at anyways. It had more to do with the fact that DRK's gameplay has become progressively oGCD heavy with relatively few GCDs, so it was a way of cutting back on the amount of actions that you need to weave in during burst. Again, if you made Abyssal Drain into a non-damaging healing spell that is a potency loss, people are unlikely to use it. You also create this bizarre thematic mismatch where Paladins are siphoning life from their enemies with holy magic while Dark Knights are healing themselves up with non-damaging dark magic.
    I never mention Abyssal was non-damaging. It keeps the same affect as it does now, minus the MP gain it has (that goes to CaS) and its healing in single target is boosted to make it worth while in a boss fight, so DRK now has a choice for more HP vs more MP while also making Carve and Spit worth while to use in trash fights, so when a DRK needs that MP for extra damage, or can afford it, they can now choose CaS over AD (and vice versa).
    (0)
    I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.

    #FFXIVHEALERSTRIKE