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  1. #1
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    5,160
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    And how is "99% uptime if skilled" is different from say, 95% capped uptime? You're talking about encounter balance in terms of dps checks. That has nothing to do with what I brought up above. You could have a cap at 10% and it would change nothing, fights would be balanced around that cap (even if ludicrous).
    The only thing that changes is if your cap is piss easy to reach like in Endwalker with gigantic hitboxes so that every melee reaches it anyway, and it seems we're going away from this cursed model anyway.
    (1)

  2. #2
    Player
    Carstien's Avatar
    Join Date
    Dec 2013
    Posts
    342
    Character
    Richter Cade
    World
    Alpha
    Main Class
    Dragoon Lv 100
    Just an incorrect opinion. I do think the ranged physical jobs should be doing more than they are now for sure, and not only by a little but should still end up below the melee, probably a little bit above where the casters with rez are sitting. Uptime is actually a huge deal and only one melee job doesn't lose damage for being at range and that's VPR. Melee have to fight for uptime and positionals especially in this tier so far and that's pretty fun, but the damage they do is reflective of that. Being able to sit back at any range and fully attack, even getting autos, while running around the arena in a big circle if you choose to is not the same. The penalty they get for it is way too high but they should get something.

    I'd like to see them bring back the cast bar stances honestly. If they do that and you gotta stand still to increase your damage then I would see a valid argument for competing for top damage.

    Some melee even have it worse than others. MNK has no ranged attack at all unless they are in burst and have reply of fire up, or reply of wind happens to be up but they do have six sided star to mitigate it. RPR has to use egress to get a functional ranged attack or they are all cast bars, which don't do much if you have to constantly move.

    Ranged phys IS easier. Objectively easier. You don't have to like it for it to be true. They still should do more damage.
    (0)

  3. #3
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,218
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Carstien View Post
    I'd like to see them bring back the cast bar stances honestly. If they do that and you gotta stand still to increase your damage then I would see a valid argument for competing for top damage.
    Since phys ranged players still seem to hate the HW casting I thought about implementing something like Critical Distance from Monster Hunter, where you want to be within a sweet spot, not too close and not too far from the boss, to deal the maximum potential damage. It still allows for freedom of movement but puts some restrictions on it that then would justify increasing the role's damage.

    But even with that you would run into issues with how they currently design boss fights. Since there is usually only exactly one safe spot for any role during a mechanic you would probably be forced out of critical distance and there is nothing you could do about it.

    Now if burst windows weren't so incredibly rigid you could save whatever few abilities you have that ignore that distance requirement for phases where mechanics force you out of it. But with the current design that's just not going to work.
    (0)

  4. #4
    Player
    Carstien's Avatar
    Join Date
    Dec 2013
    Posts
    342
    Character
    Richter Cade
    World
    Alpha
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Absurdity View Post
    Since phys ranged players still seem to hate the HW casting I thought about implementing something like Critical Distance from Monster Hunter, where you want to be within a sweet spot, not too close and not too far from the boss, to deal the maximum potential damage. It still allows for freedom of movement but puts some restrictions on it that then would justify increasing the role's damage.

    But even with that you would run into issues with how they currently design boss fights. Since there is usually only exactly one safe spot for any role during a mechanic you would probably be forced out of critical distance and there is nothing you could do about it.

    Now if burst windows weren't so incredibly rigid you could save whatever few abilities you have that ignore that distance requirement for phases where mechanics force you out of it. But with the current design that's just not going to work.
    Critical distance would be cool, though only if you had some close and some far to make the free movement of the jobs important. They would need a True North equivalent too I think if they added a few crit distance attacks for each ranged phys job. That button would be what helps deal with the boss mechanics, just like it does for melee.
    (0)

  5. #5
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,218
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Carstien View Post
    Critical distance would be cool, though only if you had some close and some far to make the free movement of the jobs important. They would need a True North equivalent too I think if they added a few crit distance attacks for each ranged phys job. That button would be what helps deal with the boss mechanics, just like it does for melee.
    Don't know why a True North equivalent completely slipped my mind, yeah that could work.

    The biggest problem would probably be creating a functional UI distance indicator that changes in real time and doesn't suffer from excessive delay, lol.
    (0)
    Last edited by Absurdity; 04-22-2025 at 08:33 AM.

  6. #6
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    5,160
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Absurdity View Post
    Since phys ranged players still seem to hate the HW casting I thought about implementing something like Critical Distance from Monster Hunter, where you want to be within a sweet spot, not too close and not too far from the boss, to deal the maximum potential damage. It still allows for freedom of movement but puts some restrictions on it that then would justify increasing the role's damage.

    But even with that you would run into issues with how they currently design boss fights. Since there is usually only exactly one safe spot for any role during a mechanic you would probably be forced out of critical distance and there is nothing you could do about it.

    Now if burst windows weren't so incredibly rigid you could save whatever few abilities you have that ignore that distance requirement for phases where mechanics force you out of it. But with the current design that's just not going to work.
    Why is everybody opposed to have the most demanding and rng rotations be on rphys as a hurdle instead of uptime bullshit?
    I am not opposed to having some distance based tools that could proc though, and you'd pick the ones more appropriate for your situation and position I guess.
    (0)
    Last edited by Valence; 04-22-2025 at 10:54 PM.

  7. #7
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,218
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Valence View Post
    Why is everybody opposed to have the most demanding and rng rotations be on rphys as a hurdle instead of uptime bullshit?
    I am not opposed to having some distance based tools that could proc though, and you'd pick the ones more appropriate for your situation and position I guess.
    I am not opposed to rng rotations, in fact I would like the return of jobs with a priority system.

    But I'm looking at the reality of the game right now and we would need an overhaul to damage profiles in general to make rng "rotations" not be outright inferior.
    (1)
    Last edited by Absurdity; 04-23-2025 at 07:39 PM.

  8. #8
    Player
    Miohazuki's Avatar
    Join Date
    Jun 2023
    Posts
    150
    Character
    Theldry Rich
    World
    Sagittarius
    Main Class
    White Mage Lv 60
    Quote Originally Posted by Reginald_Cain View Post
    Idc what anyone says. Machinist should be competing with viper and samurai. So should black mage. Shut up about uptime it's not as big a deal as you hyperbolic mouth breathers say it is. Melee like viper samurai reaper and dragoon are borderline Simon says and aren't harder than black mage or machinist. They should be competitive or get raid buffs or their current kits are pointless. Disassemble sucks. Enochian got nerfed 2 patches in a row because black mage isn't allowed to be cozier to play while being strong. Pictomancer was overturned but clunky and made double cast a viable option again. Now we're forced back in to two melees because square Enix only anders to melee. Bring back bard machinist viability with dragoon and a caster, make it so a res caster and a non res caster can party together too. This game is about being able to play whatever class you want so let's normalize the damage across dps roles. Keep it so we need atleast 1 of each but holy crap all the arguments I see saying ranged jobs are all easy mode and should do damage is ridiculous. All jobs except monk have gcd ranged attacks for disengage. its not op to be ranged anymore. I hate how out of touch the devs have been with phys ranged since they scared of them being slightly over tuned like in heavensward. The fact machinist got ANY potency reduction and no meaningful buffs or fixes to its kit like how disconnected it's are is from single target is pure bs. Delete crossbow, make heat BLAST aoe it's a flipping blast! Give queen aoe or get us bishop back. Stock market level crash out over.
    You must be fun to have in a party if that is your attitude . The door is that way .don't forget to close the door behind on your way out
    (1)

  9. #9
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,607
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Or to RNG in general. Despite it factually being the only way MMORPGs have ever managed to elicit actual player-brain-requirement in slower-paced combat systems?

    Like, it'd be nice if you could do "just difficult, no RNG or pseudo-RNG". That's not how it works though, and considering how it's been a few decades, we can assume that's an unwritten rule and you need rotation-affecting RNG to create actual gameplay depth for MMORPG combat jobs.

    So let's just do it! Doesn't always have to be direct procs of course, can also be resource-based. Imagine if your entire rotation hinges on access to a resource but the general is unstable or unreliable. For a very simple and abstract exactly, imagine if the resource-builders on Monk didn't award 1/1/2 balls each, but say... 0-1/1-2/2-3, with a 50/50 chance whether you get the higher or lower number. Considering the amount of cycles you do this trivially equalizes over an entire fight, but the rotation is immediately non-muscle-memory-able.
    (0)

  10. #10
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,428
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    Honestly I dont expect anything to be done for physical ranged dps this expansion. But next expansion I am expecting a complete damage overhaul of the role with them introducing another physical ranged dps.
    (1)

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