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  1. #1
    Player
    Catastrophe573's Avatar
    Join Date
    Jul 2024
    Posts
    7
    Character
    Taka Gabbiani
    World
    Sargatanas
    Main Class
    Blue Mage Lv 80

    BLU - Basic Instinct

    Can this be changed to be a permanent "stance" like Mimicry and Mighty Guard, please? The positive effect can switch on and off as the condition applies. But the buff shouldn't fall off.

    My typical use case is that I'll be soloing a dungeon or a trial. And after a death (maybe even an intentional one, as we Blue Mages do) I'll be teleported back to the start of the instance. And then I'll run right back in, apply my dots, and realize that I forgot to recast this again.

    If Mimicry and Mighty Guard can be cast before I even queue, and also persist through deaths, then why not Basic Instinct too?

    I found another problem with this skill while dipping my toes into speedrunning. I've seen a Playstation player queue for an instance, cast BI, leave instance, and quickly requeue before BI "falls off". This saves about 1-2 seconds of in game time on every dungeon and some trials. It seems like removal of the Basic Instinct buff is done client-side for some reason? And the timing of which can be hardware dependent and random. This odd behavior would also be fixed by my QoL suggestion.
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  2. #2
    Player
    Post's Avatar
    Join Date
    Oct 2015
    Posts
    481
    Character
    Larc Grumbles
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    The main downside I can see from your suggestion is some players having difficulty determining if they're actually benefiting from Basic Instinct.

    Yes, I know they could simply move or verify by comparing values of heals/damage numbers with BI on or off (or even Mighty Guard on or off), but that may be the reason that it functions the way it does.

    A net benefit given to players with this change would be that having the last BLU alive in a group would immediately benefit from BI (instead of having to hang onto the spell the whole fight and cast it after everyone else dies, Stinging or otherwise) and that may have been deemed too powerful. I don't think they balance BLU content to the point that they're worried about giving players access to "9 Final Stings instead of 8", but there's at least some attempt there given they refuse to let BLU to queue into Ultimates, Deep Dungeon or even Memoria Miseria Extreme (presumably, Eureka and Bozja would potentially interfere with players that don't want to play with BLU players which they couldn't avoid where the other things would all be pre-made groups for BLU to enter).

    Besides all that, I don't think there's any buffs in the game that work like you're describing, though: ones that only actually apply in the correct circumstance but don't if you're not in it. So, they might not be able to simply make it so. I don't even think there's any retroactively checking buffs, if they wanted to maybe split BI into a BI (dormant) and BI (active) buff that checks when you're in a proper scenario / your teammates are all downed. I may be wrong, though.

    As far as the speedrunning issue, that sounds like a bug and I suggest creating a bug report regarding it. I don't understand from that explanation myself, considering it seems impossible to queue and enter a new dungeon before the buff falls off upon exiting a duty, but if you can recreate it consistently then I'm sure that would be addressed. Not that it sounds like that's particularly hurting anyone and folks that enjoy it may be sad to see it go, so I'd understand if you didn't want to write it up.
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