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  1. #1
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    472
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80

    Suggestion Identity for Phy Range Jobs

    I way thinking a bit on how we can fix current Phy range identity I would draw it this way:

    1- MCH:
    Attack range is High
    90% of the weaponskills walk casting (PVP)
    High damage focus on machines more

    2- BRD:
    focusing more on songs part
    Attack range is High
    mix between walk casting (PVP) and actual casting.

    3- DNC:
    Keep the buff identity
    Attack range is medium (it is range but having some skills that need to be done melee)
    High move speed
    ability to extend buffs by moving nearby allies


    what do you suggest for Phy range?
    (0)

  2. #2
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,238
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    Yeah, I mostly agree except I feel like for BRD its songs have become paradoxically too important right now in terms of damage contribution, and rotation mechanics, especially in terms of death recovery, and to a certain extent, solo play -- like BRD barely a playable job with out having a song running. I think BRD needs more damage that is independent of its songs as well as continuing to improve song usability.
    (1)
    Last edited by mallleable; 09-22-2024 at 08:32 AM.

  3. #3
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    472
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80
    Quote Originally Posted by mallleable View Post
    Yeah, I mostly agree except I feel like for BRD its songs have become paradoxically too important right now in terms of damage contribution, and rotation mechanics, especially in terms of death recovery, and to a certain extent, solo play -- like BRD barely a playable job with out having a song running. I think BRD needs more damage that is independent of its songs as well as continuing to improve song usability.
    What I mean by BRD focusing on songs is how we can have a system for songs to be performed..

    DNC must press standard dance then have to see the RNG buttons shine.

    I want BRD to press different tunes to perform song(similar to ninjitsu system).. each 60s have mini game song to empower current buff even more.

    I want DNC and BRD to have more rDPS than nDPS
    (0)

  4. #4
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,238
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    Quote Originally Posted by BabyYoda View Post
    What I mean by BRD focusing on songs is how we can have a system for songs to be performed..

    DNC must press standard dance then have to see the RNG buttons shine.

    I want BRD to press different tunes to perform song(similar to ninjitsu system).. each 60s have mini game song to empower current buff even more.

    I want DNC and BRD to have more rDPS than nDPS
    Oh I see. It would be cool if the game could handle simultaneous inputs so we could play chords both in performance mode, and in combat.
    (2)

  5. #5
    Player
    Gaiinahat's Avatar
    Join Date
    Mar 2015
    Posts
    80
    Character
    Kage Kuchikira
    World
    Marilith
    Main Class
    Marauder Lv 61
    Quote Originally Posted by BabyYoda View Post
    What I mean by BRD focusing on songs is how we can have a system for songs to be performed..
    I want BRD to press different tunes to perform song(similar to ninjitsu system).. each 60s have mini game song to empower current buff even more.
    This sounds a lot like the EQ1 bard. You have different songs that pulse for 3 seconds (damage, stun, dot, heal, root, etc.). Changing instruments gave you different effects (such as drum would increase your run speed). There were certain instruments that would allow you to weave up to 4 different songs (Lyre of the Bard IIRC) where you could freeze a target in place, and all they could do is just stand there watching their HP dwindle to nothing. The trick was you had to constantly press your buttons. If you missed a beat your song would end prematurely, and your rotation disrupted. They didn't use bows (that was the ranger class), only instruments.

    Would be kind of cool to have a class like that.
    (1)
    Last edited by Gaiinahat; 09-23-2024 at 11:37 AM.

  6. #6
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,178
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Gaiinahat View Post
    This sounds a lot like the EQ1 bard.
    It's actually a pretty common design overall, expecially in older MMORPGs and RPGs.

    For another example that is ~same, see DAoC Albion Paladin. For a design clearly inspired by this albeit mechanically distinct, see GW2 Revenant Herald-spec.
    (0)

  7. #7
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,127
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    More rDPS than nDPS is crazy and wouldnt work in the current system. It would also essentially completely nullify their viability in other types of content like solo or especially deep dungeons / eureka / bozja if even supports can deal more damage than their squishy asses.

    Quote Originally Posted by BabyYoda View Post
    I way thinking a bit on how we can fix current Phy range identity I would draw it this way:

    1- MCH:
    Attack range is High
    90% of the weaponskills walk casting (PVP)
    High damage focus on machines more

    2- BRD:
    focusing more on songs part
    Attack range is High
    mix between walk casting (PVP) and actual casting.

    3- DNC:
    Keep the buff identity
    Attack range is medium (it is range but having some skills that need to be done melee)
    High move speed
    ability to extend buffs by moving nearby allies


    what do you suggest for Phy range?
    So, essentially going for the path where all ranged should be casters then? Is this really strengthening job identity or homogenizing it?

    What does high range vs medium range actually address?
    (2)

  8. #8
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    472
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Valence View Post
    More rDPS than nDPS is crazy and wouldnt work in the current system. It would also essentially completely nullify their viability in other types of content like solo or especially deep dungeons / eureka / bozja if even supports can deal more damage than their squishy asses.



    So, essentially going for the path where all ranged should be casters then? Is this really strengthening job identity or homogenizing it?

    What does high range vs medium range actually address?
    There should be a mechanism to increase buffs power while in 4 party member or solo..

    Miduim range is having range skills and melee skills instead of having walking casting removing range tax completely from the game and forever

    DNC have 3 dashes that can be utilized to get in range and out of range
    (1)
    Last edited by BabyYoda; 09-22-2024 at 10:33 PM.

  9. #9
    Player
    Ramiee's Avatar
    Join Date
    Dec 2022
    Location
    Uldah
    Posts
    1,096
    Character
    Grainne Gothram
    World
    Cerberus
    Main Class
    Black Mage Lv 50
    Quote Originally Posted by Valence View Post
    What does high range vs medium range actually address?
    Going to assume medium range attacks deal more damage so it's like a range tax answer.
    (0)

  10. #10
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,127
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    But what would you gain from high range attacks in the current encounters? You play at melee or medium range 99.9% of the time...

    If the whole model actually embraced mechanics that have multiple range bands in mind where the closest to the target the higher damage attacks you could use, then sure though. But it doesn't.
    (1)

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