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  1. #1
    Player
    EdwinLi's Avatar
    Join Date
    Aug 2013
    Posts
    4,887
    Character
    Edwin Li
    World
    Balmung
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Higashikata View Post
    Yeah maybe you're right. They should remove the rest of the rotation too because it stops being engaging once you learn it and the fights
    You're over exaggerating what I am talking about for something else and I never said I like nor agree with the change.

    I do not like complete changes to Job mechanics but you over exaggerating a mechanic as something that was some how game changing when it was just not even game changing.

    It was just there to give us something to do when we wanted to "feel" like there was something to do.


    For me I want jobs to be more engaging but not with the lazy way of slapping a Debuff, buff, and positional we have now and call game changing experience with the job. That can be done with literally every single job without giving much thought into it.

    Make it so jobs have unique mechanics that emphasis on actually performing as the Job.


    For example using Machinist for this, they can provide Machinist with a Sniper rifle skill that base its attack on what type of Bullet it has loaded. Each type of bullet provide different effects for single target, single target DoT, AoE, or DoT AoE.

    This brings back the load/reload mechanic as a separate skill from 123 combo as different function with a new skill that allow the Machinist to switch up a Ammo with a Ammo they want.

    Using the Sniper Rifle skill will be up to the player and their self awareness because they cannot move when firing the Sniper Rifle. However, they also have to remember which Ammo they have loaded for it to be atleast self aware what kind of attack it will perform.


    Quote Originally Posted by zaya_moya View Post
    And this happens a lot, a boss is not a dps dummy.

    That has been their method of trying to "nerf" melee and caster characters but I always feel this was the wrong way to handle it.

    Instead of focusing on jobs being more engaging mechanic wise and the loss of DPS is more because players did not play their job decently (decently not perfectly since muscle habits differ between people), they have been focusing too much on forcing players to stop attacking instead. This also why Buffs, Debuff, and positionals been their way of trying to make a job feel "engaging" so they add some kind of panic reason for players when they see their buff, debuff, and positionals not being maintained rather than focusing on the Job mechanic itself.

    This lead to another issue being they are trying to simplify Jobs rather than adding on to the Job's existing mechanics. Making Jobs a bit too streamlined rather than building up on a existing foundation mechanic wise.
    (2)
    Last edited by EdwinLi; 07-31-2024 at 04:34 AM.