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  1. #1
    Player
    Nero-Voidstails's Avatar
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    Nov 2023
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    855
    Character
    Nero Tsukimi
    World
    Zalera
    Main Class
    Gunbreaker Lv 100
    also for sch I wouldn't change much other then using more healing to the fairy and have emergency tactics as a toogle like when not in use the sch shield the fairy pure heal when in use seraph is summoned changing all fairies ability into a less powerful version but shield and of crit grant both like the sch while the sch now become pure heals. while emergency is also toogle on sacred soil now give a shield instead of have Regen and whisper now give a shield the get stronger as it's in use. for last sch could get a skill that would have a cooldown of 3 minutes.
    aetherical reversion. can target self or other party member turn all damage taken into a healing but turn all healing into a damage healing would cause double damage for a duration of 10 second.


    for darknight it's simple I would give them a buff of 5% in defense and offence and a 10% in HP turning edge and flood into a HP use skills instead of mp tbn stay the same but a 10 second instead of a 6 abyssal drain stay the same but now esteem now still the target HP and when done the darknight get all the HP stole back and edge and flood would be a 10% HP drain on use.
    (0)

  2. #2
    Player
    Alice_Rivers's Avatar
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    Jul 2024
    Posts
    495
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    I would argue that the equality is in the abilities built around these principles and having each tank capable of reducing a given amount of damage (give or take 5-10%) to zero in a given timeframe.

    On the WAR problem, I understand that it's a difficult balancing act but I think it would be easier to achieve if mits and heals were exclusive (though not necessarilly mutually so) and then rather than healing per se, the heals WAR would get should be seen as effective mitigation. I would balance them principly internally such that while an effect of "heals for 20% of outgoing damage" might interact with party buffs the WAR itself wouldn't have the ability to make that scale out of control.

    Couldn't the magic parry be 'fixed' with a flag change though? Not saying these alone would fix what I put forth but I do consider them steps toward a solution.
    (0)

  3. #3
    Player
    Mikey_R's Avatar
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    Apr 2014
    Posts
    1,503
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Alice_Rivers View Post
    I would argue that the equality is in the abilities built around these principles and having each tank capable of reducing a given amount of damage (give or take 5-10%) to zero in a given timeframe.

    On the WAR problem, I understand that it's a difficult balancing act but I think it would be easier to achieve if mits and heals were exclusive (though not necessarilly mutually so) and then rather than healing per se, the heals WAR would get should be seen as effective mitigation. I would balance them principly internally such that while an effect of "heals for 20% of outgoing damage" might interact with party buffs the WAR itself wouldn't have the ability to make that scale out of control.
    Assuming I am understanding this right, and you want a separate button for Mitigation and another for HP restoration, you have doubled WAR's button presses to mitigate something that other jobs only need 1 button for. This might or might not be something that appeals to people, but to also note, it restricts the available buttons for rotational needs.

    However, WAR would sill be in a weird spot. You have more HP, but you still need to survive the initial hit, so you need to have that minimum mitigation, of which you can then heal after. The question is, how much do you heal? Too little and you make healers work harder, too much and you negate healers. We also have to consider that increasing max HP means it takes more to heal, so, unless you give them a healing increase, you also have to take that into account, which makes the calculations even harder and much more volatile. Now, HOW that HP is healed is then another factor, do you tie it to damage, or, do you make it all like equilibrium, where it is a fixed potency. Even more variance.

    We have to remember that original WAR from 2.0 was a high HP tank with very few mitigations, intended to be a take a hit and then heal it after. It didn't work.

    Quote Originally Posted by Alice_Rivers View Post
    Couldn't the magic parry be 'fixed' with a flag change though? Not saying these alone would fix what I put forth but I do consider them steps toward a solution.
    Yes, still have the same considerations that blocking has, which I also neglected to mention won't reduce damage from DoTs, just the initial hit (another reason why Holy Sheltron was changed). Just to point out, block went through the exact same thing, never used to be able to block magic, now it does (as of SB). But it is these changes that initially had all these flaws, which, over time, was adjusted, which is how we ended up where we are now and the 'homogenisation' of tanks. If we were to start changing things too drastically, you will find flaws, scenarios where something doesn't work, the community will ask for it to be changed, and we will end up back here. It is an inevitability.

    Quote Originally Posted by CVXIV View Post
    Dark Knight I will always think it'd be cool if it expended its HP as a resource to deal more damage, and as such it has the best healing from its damage

    Gunbreaker should probably do more parry / evasion stuff, and probably the highest damage after dark knight

    Though I don't know anything about balancing
    I'm not going to go through everything, but expending HP to do your job won't work, evasion is broken and parry isn't reliable (and making it 100% just makes it a pseudo % mitigation).

    As for balance, it is clear you haven't put any thought into how it would affect the jobs and the balance to go along with it. Which is an issue a a lot of people have. Sure, you could throw HP expending things on DRK and hope it works, wait for the playerbase to complain about it and then do a soft rework in the next major patch, but you can avoid all of that by just thinking, how would this actually affect gameplay and balance. Unfortunately, most people would rather skip the critical thinking and would rather throw things at a wall and see what sticks.

    Quote Originally Posted by Asari5 View Post
    i think a warrior with lower defense but higher hitpoints and even more selfheal would work.
    Again, healing balance, and again, you do still need to survive that initial hit.
    (0)
    Last edited by Mikey_R; 11-17-2024 at 07:01 AM.

  4. #4
    Player
    Alice_Rivers's Avatar
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    Jul 2024
    Posts
    495
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Mikey_R View Post
    <Post-Quote 1>
    My thanks again for engaging and pointing out the flaws in my ideas. I'm coming to appreciate it's a bit more difficult to execute a heal-tank than I think when I look back on when I turned a healer kit into a tank back in STO. If I were to commit to the idea I'd suggest leaning towards the low side on healing so that all those job starved healers (myself included) have more to do - I'll not complain openly. Personally I liked where 6.5/7.0 DRK was generally in terms of survivability I've not had a chance to play with a 7.1 DRK yet but I've been told the added healing is significant. I've wandered from the topic though...

    Back to the point - I would suggest, in line with PLD being the only job I envisioned having mass direct mitigation, that the other three should get theirs from role skills. Considering PLD opener (off the top of my head) is 18 skills on 11 buttons if we reserve 6 buttons for non-combat stuff, that leaves 19 buttons to play with, minus 7 for role skills and 2 more for an aoe combo leaves 10 buttons for job abilities, one of which kinda has to be an invuln of some sort. My instinct would be to have 3/4 max HP boosts and 5/6 heals or maybe 3 HP boosts, 5 heals and two heal augmentors. I do appreciate, now, getting into the weeds of it how difficult this process can be.

    Quote Originally Posted by Mikey_R View Post
    <Post-Quote 2>
    My original image had DRK overcome the problem of mandatory damage through shields, of course, as you've reminded me, that isn't exactly practical and while the WAR section allows for mits as role skills which would augment those shields you're also right to point out that the game's damage profile is unforgiving to such a job paradigm. I also want very much not to invoke the same feelings with dodging that invuln bypass mechanics have because that sucks.

    My ideas were, by my own admission at the time, not exactly thought through but that has been made all the more apparent. Your patience is appreciated.
    (0)

  5. #5
    Player
    CVXIV's Avatar
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    Jan 2024
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    660
    Character
    Cyrus Vincere
    World
    Malboro
    Main Class
    Viper Lv 100
    Quote Originally Posted by Mikey_R View Post



    I'm not going to go through everything, but expending HP to do your job won't work, evasion is broken and parry isn't reliable (and making it 100% just makes it a pseudo % mitigation).

    As for balance, it is clear you haven't put any thought into how it would affect the jobs and the balance to go along with it. Which is an issue a a lot of people have. Sure, you could throw HP expending things on DRK and hope it works, wait for the playerbase to complain about it and then do a soft rework in the next major patch, but you can avoid all of that by just thinking, how would this actually affect gameplay and balance. Unfortunately, most people would rather skip the critical thinking and would rather throw things at a wall and see what sticks.
    Wouldn't that be for the developers to decide and think about how it might affect things? All I can mention is how dark knight has been in previous games and that I think it would be cool if they could make it work like that, similarly to gunbreaker landing a critical hit whenever a cartridge is expended because of how ff8 works

    I'm not expecting or even demanding for any of these changes to be made.
    I like the game, and the franchise, and I enjoy discussing with people and seeing their thoughts and sharing my own.

    It's not that deep and I don't understand the point of being hostile about someone sharing their ideas in a respectful manner.

    I don't think expending HP as a resource would work very well, which I've admitted several times in the past because it's easier to implement something like that in a single player game versus a multiplayer one so I believe they would have a hard time with finding the right balance for it.

    That said, why wouldn't it work?
    Is it because the chance of a dark knight using too much health, and thus dying to attacks? It would be the entire point of the risk vs reward playstyle, to encourage calculated risks from players. They would still have mitigation so they could reduce incoming damage, but also be able to heal anything they expend, along with giving healers more to do which seems to be a common complaint in the forums.

    It's not very constructive to come in here and dismiss anything I've said on the basis that you assume I haven't put much thought into the idea while simultaneously misrepresenting what I say. It comes across as being pretentious.

    Regarding evasion and parrying, if it's so bad then why shouldn't we encourage it to be fixed? We saw with the changes to Dark Mind, Dark Missionary, and Heart of Light, that they can add conditionals to mitigation, so why couldn't they do something along those same lines? Reduce x amount of damage, and have a chance to dodge / parry / block x amount of damage
    (0)

  6. #6
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,503
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    First, I want to address one thing, my post wasn't intended to come across as hostile. I just see a lot of the same suggestions being thrown around the tank forums where people just say thing without thinking about the consequences and how it might affect the game. So, sorry if it came off as too hostile.

    So, to get onto the rest:

    Quote Originally Posted by CVXIV View Post
    Wouldn't that be for the developers to decide and think about how it might affect things?
    First, how do you know that haven't? In the case of a HP draining DRK, it would be the first thing they thought of, could we actually get this to work? The find they cannot do it and so relegated the task to the DRK's MP instead. Second, if you have an idea, just think about how it might affect things, what are the pros and cons you can think of, is there a way you might adapt your idea so that these cons are lesser? By bringing a more realistic idea forward, it has more of a chance of being realised as you envisioned it. It is why, when I put out ideas, I showcase what pros I have come up with, the cons I have come up with and leave it to others to criticise as well.

    As an example:

    Quote Originally Posted by CVXIV View Post
    All I can mention is how dark knight has been in previous games and that I think it would be cool if they could make it work like that, similarly to gunbreaker landing a critical hit whenever a cartridge is expended because of how ff8 works
    I literally have no qualms about this. It would be a nice call back to FF8 and how the trigger was handled there. We could question whether we make the whole thing crit, the GCDs crit or just the continuation attacks crit. If I were to give my suggestion, just the continuation attacks should auto crit as that is what is closest to having a timed trigger. Opinions here can change, but ultimately, it is just a numbers game.

    Quote Originally Posted by CVXIV View Post
    I don't think expending HP as a resource would work very well, which I've admitted several times in the past because it's easier to implement something like that in a single player game versus a multiplayer one so I believe they would have a hard time with finding the right balance for it.
    Which to me seems odd that you even suggested it in the first place, however:

    Quote Originally Posted by CVXIV View Post
    That said, why wouldn't it work?
    Is it because the chance of a dark knight using too much health, and thus dying to attacks? It would be the entire point of the risk vs reward playstyle, to encourage calculated risks from players. They would still have mitigation so they could reduce incoming damage, but also be able to heal anything they expend, along with giving healers more to do which seems to be a common complaint in the forums.
    (This is fairly lengthy, so I will hide it):

    There are 2 ways you can use HP as a resource, damage and mitigation. Starting with damage, damage is king in this game. Any way you can do more damage, you do it. if you had a spammable action that took HP to use, you would spam it. You can have some HP regen on the DRK, but it isn't going to cover all that HP, however, what other source of HP do we have? Healers. Healers would be expected to pick up the slack, the more you can be healed, the more damage you can do. Healers like WHM's benediction then turn into extra resources for DRK to get more damage out of. If the DRK dies, it isn't the DRK's fault, it is the healers fault. It creates this harmful synergy between the DRK and healers that no other tank has and, with the increased risk of dying, you just aren't going to take DRK and it will be excluded.

    If you have a non spammable attack, then the frequency of the attack has to be taken into account and if the DRK has self heals, how do you balance it out? It goes back to the WAR problem from earlier. Too much self healing and you give healers less to do, too little and they have to heal you more. There is a balance that needs to be met. We can also talk about mechanics that reduce your HP, preventing you from using the action, which can cause it to drift, reducing your DPS throughout the fight. It is just another barrier.

    As for defensive purposes, taking your HP to increase your defences seems, counter intuitive. Take away some defensive tool to give it somewhere else, where, you only really benefit if the mitigation is incredibly strong and/or you get healed after using it but before the damage comes out. I don't think I need to elaborate further on this.

    However, one of the bigger hurdles is just, how would you determine the HP cost in the first place? If you make it static based on level, then you run into issues with progression. Level X0 takes Y amount of HP, level up to X1 and it takes more HP, but your HP hasn't really increased, considering most of it comes from gear. Even looking at hitting level X0, it will cost a certain amount of HP, you get better gear, but the cost is the same, so you can use it more and your damage scales faster than every other job. If it were to take a % of your HP, we now need to talk about healers again. If you are a max ilevel tank and you have a group with lower ilevel healers, they will have to heal more to keep you alive than a higher ilevel healer. I know this is the same for all tanks, but it is disproportionately higher for DRK. On the flip side, a higher ilevel healer has an easier time healing a lower ilevel DRK. This leads to the case where it might not be beneficial to gear up a DRK past the minimum required. They will survive the encounter, the HP drain is going to be lower, so they are easier to heal. I guarantee I have not gone over everything here, but there is a lot to consider just balancing how much HP you use at a given time before we even talk about how it would actually be used.


    Quote Originally Posted by CVXIV View Post
    Regarding evasion and parrying, if it's so bad then why shouldn't we encourage it to be fixed? We saw with the changes to Dark Mind, Dark Missionary, and Heart of Light, that they can add conditionals to mitigation, so why couldn't they do something along those same lines? Reduce x amount of damage, and have a chance to dodge / parry / block x amount of damage
    If we give the parry/evasion mitigation, some other form of mitigation underneath (think Camouflage), then aren't you undermining the focus on parry/evasion? Now, to give credit where it is due, RNG mitigation works better the more individual hits you get to go into it. This is why they are fairly effective when faced with a group of mobs in a dungeon, or even a multi hitting tank buster, but aren't reliable for the single big hits. Noone is going to use solely Camouflage on a single hit tank buster, as 10% is not much and the parry isn't guaranteed. If we were to make parry/block/evasion all the same, then it is just % based mitigation with all the downsides (cannot use whilst incapacitated and doesn't reduce damage from DoTs). Plus, having them all be the same, just with a different name means, leans towards homogenisation. I don't know where you stand on that front, but that is where you are going with that line of thinking. By trying to be different, you make things the same.

    Quote Originally Posted by Nero-Voidstails View Post
    the jobs should be balanced toward casual then make the harder fight balanced toward that not how it is today not gonna lie
    I would be interested to know what you mean by 'balance around casual'.

    EDIT: There is one thing I forgot to mention and this relates to how Darkside used to work and how it correlates with the whole HP resource thing. Darkside, during HW and SB, did not allow Dark Knight to receive MP restoration from outside sources. What do you think that is? Giving DRK more resources just makes them stronger and stronger. They had to specifically add in the code to prevent MP gain from elsewhere. How do you think this would have translated if it were HP based instead?
    (0)
    Last edited by Mikey_R; 11-18-2024 at 03:28 AM.

  7. #7
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    472
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Mikey_R View Post
    ...
    it seems that you like the current design, I wonder how you see current homonization as an interesting concept

    Quote Originally Posted by MisterNublet View Post
    Job design and job identity will never improve while the 2-min meta still exists.
    it is 100% a great factor, all jobs have fixed burst phase is leading to what we have now, we are trying to make BLM as a burst job same as PCT which is not working at it best
    (0)

  8. #8
    Player
    sindriiisgaming's Avatar
    Join Date
    Jan 2023
    Location
    Gridania
    Posts
    1,430
    Character
    Sugar And'spice
    World
    Twintania
    Main Class
    Reaper Lv 100
    Quote Originally Posted by BabyYoda View Post
    both PvE and PvP successful games reached one day to what we are having now in FFXIV but if we consider 8.0 would be "the job design expansion" that means it took 8 years to reach this point.

    I want to share my thoughts of many games that was similar to FFXIV current design and successfully moved on:

    1- Each job should be unfair, there is no such a thing called balance, instead of making all jobs fair change the mind set to make all jobs unfair and unbalanced, this will destroy homogenization.

    2- Develop a sub category for each role and make them unique on that category, each sub category will have a noticeable different playstyle that others.

    3- one job can have 2 things to do, not 4 not 5, like if there is a job who is doing dots + RNG + keeping buffs then this have to change to focus on 2 things only, this will make other jobs which have nothing start to have something more unique.

    4- different jobs are better in different encounters, and that's doesn't mean other jobs are bad but they are better in different situations.


    What do think?
    im not going to talk about 8.0 until the time is closer, but the thing that needs the most help rn is the new ms. i am offended that my character is literally a piece of background in the current msq. he does nothing.
    (0)
    Quote Originally Posted by sindriiisgaming View Post
    your titanmen, hes titanmen IM TITANMEN are there anymore titanmens i should know about?

  9. #9
    Player
    Nero-Voidstails's Avatar
    Join Date
    Nov 2023
    Posts
    855
    Character
    Nero Tsukimi
    World
    Zalera
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by sindriiisgaming View Post
    im not going to talk about 8.0 until the time is closer, but the thing that needs the most help rn is the new ms. i am offended that my character is literally a piece of background in the current msq. he does nothing.
    I think the healer role is in more need of attention then that not gonna lie
    (4)

  10. #10
    Player
    Taranok's Avatar
    Join Date
    Mar 2015
    Posts
    777
    Character
    Arilaya Syldove
    World
    Brynhildr
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Nero-Voidstails View Post
    I think the healer role is in more need of attention then that not gonna lie
    Agreed. Though I'd say tanks need just as much attention, it's just easy to ignore because they have the barest semblance of a DPS rotation, but healers and tanks both have the exact same problem. The buster meta forces all tanks to have heavy mits, and all healers to have burst healing and anti-burst mits. Two halves of the exact same coin.
    (0)

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