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  1. #61
    Player
    Kishin12345's Avatar
    Join Date
    Jan 2025
    Posts
    58
    Character
    Eldin Valesk
    World
    Lich
    Main Class
    Dragoon Lv 60
    A pretty good change imo.
    It is still very situational, depending if a mechanic forces you out of range. Overall for more stable damage output to ensure you get off an entire combo.
    The manafication change is also great imo. Now you can hold it for the 2min buff window and dont need to use it on cd because it doesnt increase damage anymore.
    Having prefulgence instantly is also very nice.
    (1)

  2. #62
    Player
    Underscore's Avatar
    Join Date
    Apr 2024
    Location
    Gridania
    Posts
    351
    Character
    Exia Lupus
    World
    Spriggan
    Main Class
    Ninja Lv 100
    The homogenization will continue until morale improves.
    (3)
    Bring back 6.0 Dragoon. I want my job back.

  3. #63
    Player
    Azurarok's Avatar
    Join Date
    Feb 2022
    Posts
    1,174
    Character
    Medim Azurarok
    World
    Siren
    Main Class
    Machinist Lv 100
    Using Manafication on cooldown is probably still generally better. I doubt it's worth holding over potentially losing a use in most cases and it isn't like we couldn't get two sword combos in without it either.
    (2)

  4. Yesterday 04:03 AM

  5. #64
    Player
    WawaMaxHeightLala's Avatar
    Join Date
    May 2024
    Posts
    9
    Character
    Sofina Wawan
    World
    Midgardsormr
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Kishin12345 View Post
    A pretty good change imo.
    It is still very situational, depending if a mechanic forces you out of range. Overall for more stable damage output to ensure you get off an entire combo.
    The manafication change is also great imo. Now you can hold it for the 2min buff window and dont need to use it on cd because it doesnt increase damage anymore.
    Having prefulgence instantly is also very nice.
    With all respect, no this is a terrible change. Turning into a physical ranged for 12 seconds with no room for skill expression is bad design.
    (12)

  6. #65
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,417
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by DarkOmegaGod View Post
    Gunbreaker got ruined too. This game is so miserable. And every time this happens you get these people talking down to you about how the game being made less fun for you is actually a good thing.
    Quote Originally Posted by Rithy255 View Post
    I'm 100% more upset over the GNB changes personally, though I might be bias due to being a tank main.
    You're not looking at the bigger picture. The WAR mains need to feel like they're playing WAR, even when they choose to play something that isn't WAR, or they get upset /s

    On a serious note, the massive potency hits to everything, to make room for pressing 3 Fell Cleaves Lionheart every 60s instead of 120s, make me concerned for lower level content where we don't have Lionheart. Is TOP or DSR suddenly going to feel awful as a GNB because all of your potency is locked to a skill you don't have the level for due to the sync?

    Quote Originally Posted by Shistar View Post
    Making some sort of "magic slash/tear" VFX that originates from your rapier and moves to the target rapidly would be a relatively decent solution for the visual disconnect happening. Kind of like this (I pulled these from Google)
    Can't tell for all 3 melee moves (wasn't really paying attention), but I did see the Z from Zwerchau flies towards the enemy. Might be that the other two also have a slightly adjusted VFX too
    (4)

  7. #66
    Player
    IzanamiNoMikotoo's Avatar
    Join Date
    Aug 2025
    Posts
    8
    Character
    Izanagi-no Mikoto
    World
    Shiva
    Main Class
    Pictomancer Lv 100
    The hell are you talking about? The only thing that changed is that your melee combo now is ranged every 2 min. The reason they did this is cause there are many scenarios where you are forced to completely stay out of melee for a buff window as a caster in a raid. And in that case there was 0 skill expression. You could not delay it as that meant drifting your biggest burst out of buff windows which ruins your damage. "Oh no, Square Enix has fixed an issue that was forcing the player to mess up their entire rotation with no counterplay in certain situations", get lost mate this literally changes nothing in the difficulty of the job
    (4)

  8. #67
    Player
    Kishin12345's Avatar
    Join Date
    Jan 2025
    Posts
    58
    Character
    Eldin Valesk
    World
    Lich
    Main Class
    Dragoon Lv 60
    Quote Originally Posted by IzanamiNoMikotoo View Post
    The hell are you talking about? The only thing that changed is that your melee combo now is ranged every 2 min. The reason they did this is cause there are many scenarios where you are forced to completely stay out of melee for a buff window as a caster in a raid. And in that case there was 0 skill expression. You could not delay it as that meant drifting your biggest burst out of buff windows which ruins your damage. "Oh no, Square Enix has fixed an issue that was forcing the player to mess up their entire rotation with no counterplay in certain situations", get lost mate this literally changes nothing in the difficulty of the job
    100% agree with this. There were too many scenarios where you just got punished for getting forced into melee range, now 1 of the potential 2 combos you can fit into burst are guaranteed to hit rather than going out of range and waiting, delaying or even breaking combo. That just felt dumb
    (1)

  9. #68
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,882
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Why are mechanics being designed that are so unbelievably rigid that you are forced to make changes to the jobs like this

    If your solution is so rigid you cannot allow the RDM in melee range then you’ve made a bad mechanic
    (10)
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  10. #69
    Player
    WawaMaxHeightLala's Avatar
    Join Date
    May 2024
    Posts
    9
    Character
    Sofina Wawan
    World
    Midgardsormr
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by IzanamiNoMikotoo View Post
    The hell are you talking about? The only thing that changed is that your melee combo now is ranged every 2 min. The reason they did this is cause there are many scenarios where you are forced to completely stay out of melee for a buff window as a caster in a raid. And in that case there was 0 skill expression. You could not delay it as that meant drifting your biggest burst out of buff windows which ruins your damage. "Oh no, Square Enix has fixed an issue that was forcing the player to mess up their entire rotation with no counterplay in certain situations", get lost mate this literally changes nothing in the difficulty of the job
    Respectfully, what I'm talking about is planning my mana gauge and thus melee combo around fights and maintaining optimization, needing very precise movement, timing, and at times displacement. Examples of the tightest movements I've seen were p8sp2, p12sp1, m4s, and most recently the 6.3 EX. Managing that movement within manafication uses is now not necessary. Additionally manafication is 110 second cooldown so would drift out if buffs anyway and this doesnt "fix" melee combos to be ranged during such burst phases. Admittedly I healed last tier but otherwise have ran RDM 2 whole expansions now and never failed to get melee combos off, do mechanics, and maintain uptime without overcapping or letting cool downs sit.

    Lastly you can not tell me in good faith that removing the melee range requirement has no effect on skill expression, tanks and melees strive for this to the highest degree that raid strats are built around it. They literally addressed between EW and DT they wanted to have less wall bosses because it was taking away from that skill expression.

    Fine with you having an opinion on it, I just firmly disagree as someone that plays rdm 95% of the time. I'm posting here since its where devs supposedly get most feedback from rather than socials, so seeking to firmly and respectfully state how this waters down the class immensely.
    (5)

  11. #70
    Player
    Reginald_Cain's Avatar
    Join Date
    Sep 2020
    Location
    Gridania
    Posts
    261
    Character
    Reginald Cain
    World
    Exodus
    Main Class
    Machinist Lv 100
    What exactly got easier? It just looks like it has better stats at lower levels
    (0)

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