Got ratio'd in your own topic. Nice
Got ratio'd in your own topic. Nice



And?
It's essentially two overlapping topics. One being the feel of the gameplay, with the other being about flow of combat rotations.
Rotations can have decent flow but still feel bad because certain elements like sound and animations are lacking. While things with fantastic sound design and individually good feel to use, can also feel frustrating due to a lack of flow in the combat rotations.
In this case they are making the feel of the traversal skills worse, in favour of trying to solve an issue often caused by min-maxing the combat rotations.

So... 2 of the tanks got the damage removed from their gap closer...
The damage that was mainly there to generate aggro.
And one of the is DRK that had that the infamous trait reducing it's recast because they had nothing else to add to the job.
CBU3 is trolling the players
#FFXIVHEALERSTRIKE
On the contrary, I think there is absolutely design space for movement attacks with the addition of pure movement abilities. Like imagine if DRK got Plunge back, but it was balanced to be an attack despite its ability to be used as a gap closer. Movement is one way to add a ton of weigh to an attack that isn't just increasing potency.


Yeah, agreed. I'm okay with removing damage from Rough Divide, but I would've liked to keep the animation.I think they could have looked at keeping the animations possibly. The animation on Rough Divide was pretty neat. Maybe some in-game hand-wave that we stop just before connection or something like that to explain why no damage. I'm not sad to not need to weave those in for damage anymore, though. It's nice they can be saved for utility.
Yeah it sucks. Rough Divide was one of my favorite GNB moves
Tackling with shoulder (War) has damageSo... 2 of the tanks got the damage removed from their gap closer...
The damage that was mainly there to generate aggro.
And one of the is DRK that had that the infamous trait reducing it's recast because they had nothing else to add to the job.
CBU3 is trolling the players
Doing a spin with a sword and slamming it down on the enemy (Drk) has no damage
Square enix logic is all over the place these days.



And unsurprisingly, the new ability doesn't feel as fun to use.
Maybe they can add conditions to the existing gap closers so that attack potency is granted only when conditions are met.
For example, make gap closers only have attack potency when you're 10 yalms away from the target. You're no longer forced to use gap closers during burst windows, while still being able to compensate damage lose when you need to move away
It's a rough idea. Don't know how much distance would be ideal for preventing being used as dps tool. I'm not sure if it's a perfect solution either
Last edited by Aword3213; 06-29-2024 at 03:31 AM.
I can live without the damage, but I well and truly hate that so many jumps (especially on Dragoon of all things) got turned into lame-looking dashes.
Like, seriously, is there some issue going on in the background of the game that's causing them to bug things out? Because it's very specifically "leaps" that are getting sifted out. (Hell, did Dragoon even get a new jump on the road to 100, or was it all fancy spear thrusts and pike twirling?)
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