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  1. #21
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,474
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Mimilu View Post
    Oops, sorry. I switched it so it's viewable to those with the link now. (ᗒᗨᗕ)
    Thank you for that, it has helped a lot in working out what you are going for.

    I do have some concerns though, assuming I have understood everything right.

    First, Rallying Cheer and Golden Arm. They convert stacks of Scored into their respective buffs, but is this continuous whilst Rallying Cheer and Golden Arm are in effect? So, as an example, if I have 2 stacks of Scored, then use Golden Arm, I now have 2 stacks of Golden Arm, If I continue to use Weapon Skills, does this also increase my Golden Arm stacks, automatically converting Scored into Golden Arm?

    If so, how do Golden Arm and Rallying Cheer work together? Can they be used together? If I have 2 stacks of Scored, use Rallying Cheer, then Golden Arm, I will have 2 stacks of Rallying Cheer and Golden Arm will be in effect, if I then use a Weaponskill and generate a Scored stack, where does it go?

    This then ties into Blitz Ace and it's variations, can it handle that system?

    Also, as an FYI, 0.2 seconds off per stack is insane, at 5 stacks that is a GCD of 1.5, the lowest the game can handle and trust me as a Monk user at the start of SB, that sort of GCD shift can be quite jarring.

    I now want to address something that could be a concern, With Grand Slam being so powerful (1600 potency in total), I do think it ruins what you intend for the rotation to be. I think you intend Blitz Aces to be used at 5 stacks, once you use them 3 times, you then Grand Slam as a high potency hit. However, with Blitz Aces being static potency per stack, it does cause issues, which I do want to highlight.

    First, if we go by your intended solution: Build to 5 stacks, use Blitz Ace, repeat until Grand Slam, I calculated the total potency to be ~3540 potency over 16 GCDs, which is an average potency of 221.25 per GCD.

    Compare this to 2 different situations of Blitz Ace that I calculated.
    This first one assumes you can use Blitz Ace back to back for 100 potency each (more later), so that is 3 Blitz Aces at 100 potency each, then followed by Grand Slam for 1900 potency total or 475 potency per GCD.

    However, upon more careful reading, Blitz Ace puts you at 1 Stack, but it is a weapon skill itself, so does that give you another stack, meaning you come out at 2 stacks? That is 2200 potency total or 550 potency per GCD.

    However, I also considered that the Blitz Aces 'leaves you at 1 stack' IS the '1 stack generated by a weaponskill', and since you need more than 1 stack to use Blitz Ace, you need to use at least 1 extra GCD between them, using the weakest combo GCDs to get 3 Grand Slam Stacks, you get to 3140 total potency over 7 GCDs, which is ~448.57 potency per GCD.

    I think it highlights a fundamental flaw in the system, considering we are looking at potencies more than double what I think is intended and even if we bring things like Venom Shot etc. in, it isn't going to help things. Ultimately, there are 2 things causing this, the insane power of Grand Slam compared to the rest of the kit and the ease of getting there via easy to use Blitz Aces. Now, since I think I know the intent, I think there is a simple fix, make the scaling on the Blitz Ace potency non-linear, that is, the more stacks you have, the more potency each one is worth.

    As an example, take Bard's Pitch Perfect. At 1 stack, it is 100 potency, at 2 stacks, it is 220 potency, with each stack being worth 110, at 3 stacks it is 360 potency, with each stack being worth 120. As you can see, as you stock more and more stacks, the relative potency increases, meaning it is worth it to save them until 3 stacks. However, you can still use them at lower stacks, which you would do just before you go into the next song.

    I would also say the potencies for Grand Slam and the full powered Blitzes are too strong with how often it seems you will be using them. They are 500, 1000 and 1500 potency in order of power at full strength, that is a massive disparity between them. Rallied Blitz Ace is 3 times as strong as Blitz Ace and 1.5 times stronger than Golden Blitz Ace, just to put them into perspective. At most, I would put them at 500 potency between the strongest and weakest ones.

    I also find it weird thinking that Scored is being used for both self buffs (Golden Arm and Rallying Cheer) and the Blitz Aces, but I can also see you get quite a lot of them. I haven't done any working out on how many you get and whether you get enough etc. as I haven't gone into THAT much detail, just those 2 things above really stuck out to me as potential problem points.

    I will confess, a Blitzballer job doesn't interest me, but I am hoping these things I have pointed out might will help you to refine your ideas, or you might turn around and say I have misunderstood something, of which I am happy to be corrected. It does seem to be a more unique take on a job though.
    (1)

  2. #22
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,474
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by AshtonCrowe View Post
    Instead of the Tides of Fate limit break why not ask for the spin overdrive from FFX that wakka gets from doing blitzball stuff?

    9999x5
    If you mean Attack Reels, which has a potential damage of 12 x 99,999 (1,199,988), you have underestimated it's power significantly.
    (0)

  3. #23
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,988
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Mikey_R View Post
    Snip
    Thank you for the feedback! ଘ(੭ˊᵕˋ)੭ ~♥

    • With Golden Arm and Rallied Cheer, they turn what Scored stacks you currently have into their respective stack when first used and what Scored stacks you gain will turn into them during their effect duration (both are at 30 seconds). However, the one you use first will convert the Scored stacks you are currently carrying.
    Using your example, if you had 2 Scored stacks then used Golden Arm, those 2 Scored stacks would become Golden Arm stacks and any Scored stacks you earned during Golden Arm's 30 second duration will become Golden Arm stacks. If you then used Rallying Cheer, Golden Arm stacks wouldn't change but any Scored stack you were suppose to gain would be converted to both (1 Golden Arm and 1 Rallied).
    I'll reword Golden Arm and Rallied Cheer to better reflect this.
    As for the Blitz Aces in regards to this system, I'll reword Rallied Blitz Ace so that it will replace both Blitz Ace and Golden Blitz Ace while under Rallied Cheer's effect.

    • With Golden Arm, my intent was that it would allow you to gain stacks quickly to push out more Blitz Aces, while having to build back up to the 1.5 recast time.

    • Blitz Ace and Grand Slam
    You are correct on my intent that I wanted the user to use 5 stacks per Blitz Ace for maximum potency.
    Thank you for pointing out the flaw, I was so in the monkey house while designing the job I didn't notice it.
    Regular Blitz Ace resets your Scorer stack to 1, while the other two use up all of their respective stacks. I'll reword them so that you can use Blitz Ace at 1 stack and also that none of the the Blitz Aces or Grand Slam grant Scored stacks.
    I'll also take your advice about theirs's and Grand Slam's potencies and make so that you only gain Grand Slam stacks from Blitz Aces when you use up 4-5 stacks.

    •The main idea I had with Scorer stacks and the buffs is that I wanted a job that focused on building up its buffs, which might be too slow for how the game's more frontloaded job designs. Originally, all three stacks were going to be separate (max of 5 for each) with timers and cooldowns (Focus Mark would have been 30 seconds to go with Golden Arm's 60 seconds and Rallied Cheer's 120 seconds) but I was worried that would have been too convoluted and hard to track.
    (0)

  4. #24
    Player
    Basteala's Avatar
    Join Date
    Apr 2022
    Posts
    393
    Character
    Basteala Thayne
    World
    Mateus
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Screbis View Post
    Cool it will ya? I get there are problems with how many of jobs work now but that's no reason to shit on someone's idea without giving anything constructive.

    Back on topic, I love all the work you put into this. I've also wanted something like a blitzer in the game. It would be hilarious to brain enemies with aggressive ball throwing.
    No. Kandraxx is absolutely in the right here. What does a new job offer? Job lore? Role quests haven't been the same since SHB. Innovative gameplay? HAhahahahaha every class that has something special going for it is being homogenized and lobotomized.

    The concerns are warranted, like it or not. Because even if this job started out new and interesting, it would be at best overtuned and game warping (PCT), and at worst dragged out back and shot until it's almost as braindead as healer rotation (VPR).

    FF14 should not be making new jobs until FF14 figures out how to make their current jobs work. This isn't Endwalker and certainly not Shadowbringers. I don't trust the devs at all right now.

    EDIT: For a minor critique, you would have to do something so Tactical Flee and Scholar's Expedient can't be spammed back to back. Or even Tactical Flees back to back since you could easily have two RDPS if the damage was high enough. That many party wide movement boosts could, and would, trivialize the DDR mechanics.
    (0)
    Last edited by Basteala; 03-17-2025 at 03:25 AM.

  5. #25
    Player
    BiddyBatnana's Avatar
    Join Date
    Feb 2019
    Location
    Garlemald Empire
    Posts
    241
    Character
    Biddy Batnana
    World
    Moogle
    Main Class
    Thaumaturge Lv 92
    Quote Originally Posted by Basteala View Post
    No. Kandraxx is absolutely in the right here. What does a new job offer? Job lore? Role quests haven't been the same since SHB. Innovative gameplay?.
    Visuals, just visuals.

    I mean FFXIV is just that right ? Jobs are mostly all the same.

    As someone who doesn't care about 1-2-3 combo, rotations or builds, Blitzer would be a dream given the great animations it would come with.
    (0)

  6. #26
    Player
    TakoyakiLala's Avatar
    Join Date
    Dec 2024
    Posts
    202
    Character
    Gigileo Hihileo
    World
    Faerie
    Main Class
    Black Mage Lv 62
    Quote Originally Posted by Mimilu View Post
    The LB is loosely based on Tidus's use of Jecht Shot, with you performing a spinning kick on a giant ball of water instead of a boulder. (´∀`)
    Sorry for the misunderstanding, I still like your idea for the LB as it's still very Blitzball centric and it'd be awesome to see a giant ball of water being kicked and causing mini tidal wave. Plus since it's related to Tidus' Jecht Shot, that makes it really cool!

    I'm just biased towards Jecht because I loved playing him in Dissidia. xD
    (0)


    Never forget your one true friend.

  7. #27
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,988
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Basteala View Post
    EDIT: For a minor critique, you would have to do something so Tactical Flee and Scholar's Expedient can't be spammed back to back. Or even Tactical Flees back to back since you could easily have two RDPS if the damage was high enough. That many party wide movement boosts could, and would, trivialize the DDR mechanics.
    Originally, Tactical Flee and Full-Out Defense Formation were going to share a cooldown so you would have to choose between them or that if you did end up with a second physical ranged, you could use Tactical Flee and they could use their party damage reduction. Would it help slightly if I brought that back? ( ´・ω・)~ ?
    (0)

  8. #28
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,202
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    I wouldn't want Blitzball in XIV. The engine probably isn't good for it...

    But I wouldn't be opposed to them making a standalone Blitzball game and having some crossover stuff with XIV.
    (0)

  9. #29
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,053
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Basteala View Post
    No. Kandraxx is absolutely in the right here. What does a new job offer? Job lore? Role quests haven't been the same since SHB. Innovative gameplay? HAhahahahaha every class that has something special going for it is being homogenized and lobotomized.

    The concerns are warranted, like it or not. Because even if this job started out new and interesting, it would be at best overtuned and game warping (PCT), and at worst dragged out back and shot until it's almost as braindead as healer rotation (VPR).

    FF14 should not be making new jobs until FF14 figures out how to make their current jobs work. This isn't Endwalker and certainly not Shadowbringers. I don't trust the devs at all right now.

    EDIT: For a minor critique, you would have to do something so Tactical Flee and Scholar's Expedient can't be spammed back to back. Or even Tactical Flees back to back since you could easily have two RDPS if the damage was high enough. That many party wide movement boosts could, and would, trivialize the DDR mechanics.
    This is basically the position I’m in

    OP this is a wonderful set of ideas (though as Mikey pointed out it may be a bit overpowered) who’s only real idea I disagree with is the expedient equivalent but that’s because I’m a selfish SCH player

    However I just don’t see the benefit of any more new jobs at this point. Like genuinely (and I’m not a gooner) the most exciting part of a blitzballer job to me right now would be the fact that I’d love if the male AF set was a speedo like someone made a blender example recently of

    I rest couldn’t care about how the job played because I know it would just be more of the same beige slop
    (0)

  10. #30
    Player
    Kaliesto's Avatar
    Join Date
    Dec 2017
    Posts
    1,034
    Character
    Adrian Gungnir
    World
    Brynhildr
    Main Class
    Dragoon Lv 100
    If they didn't want Blitzball in the game I doubt will get this job (I would love it though).

    I got dunked on by a youtube creator talking about this a couple of times lol, I was like the one of the biggest advocates for this.
    (0)

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