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  1. #11
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    533
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Valence View Post
    Preparation, decisive strikes, rhythm, pressure, sequence flow, etc: I have no idea how those words translate into actual job gameplay, if that makes sense? What's a fast multi hit flow? What's a precise single hit or snapshot burst? What changes between a button that does a multi hit flurry and a button that does a big decisive strike beyond substat application (that would need to be adjusted for this to even work differently)?
    To explain it more concretely:

    A single-hit style would be more like a charging attack. For jobs like Samurai or Reaper, the gameplay would be about preparing, committing, and landing one strong decisive hit.

    A multi-hit style would work differently. For jobs like Viper, Monk, or Ninja, the goal would be to build stacks through multi-hit attacks.

    The stacks would build better depending on how many hits the multi-hit attack performs. For example, a 5-hit attack could build Flow better than a 2-hit attack, as long as the player completes the attack properly.

    The player would need to use a multi-hit attack every X seconds to maintain Flow.

    Once the player reaches a certain Flow state or stack count, they unlock a stronger multi-hit finisher.

    That finisher would be powerful, but it would heavily lock the character’s movement, so the player has to choose the right timing.

    Even normal multi-hit attacks could slightly restrict movement while the character is performing multiple strikes, but the finisher would be the bigger commitment.

    So the trade-off is different.

    Single-hit jobs commit to one charged decisive attack.

    Multi-hit jobs commit to maintaining pressure over time, building Flow through repeated hits, and choosing the right moment to spend that Flow on a movement-static finisher.

    The Flow state does not need to be the same for every job. For Monk, it could be something like Chakra. For Ninja, it could be some kind of wind technique or assassination flow. For Viper, it could be a venom or blade-flow state. The name and theme can change depending on the job and its rotation.

    That is the gameplay difference I mean: not just different damage numbers, but different forms of commitment.
    (0)
    Last edited by BabyYoda; 05-23-2026 at 10:07 PM.

  2. #12
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,887
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Valence View Post
    What changes between a button that does a multi hit flurry and a button that does a big decisive strike beyond substat application (that would need to be adjusted for this to even work differently)?
    The feel of using it?

    You'd be surprised how many games you play are actually ultimately the same under the hood and just differ in aesthetics and theming. For example, the board game Auf Achse was re-released as Leylines. From a trucking game delivering goods to a game of fairies zipping along leylines. Feels all changed, right? Nope, same game. But feels totally different.
    (1)

  3. #13
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    5,414
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Ok so we're mostly talking about rythm and pace of hotbar execution, and the overall tactile feeling? Sounds good. Thanks for clarifying.

    I'd hope it doesn't stop there however, and that we get truly unique mechanics beyond the way we press keys.
    (0)
    Secretly had a crush on Mao

  4. #14
    Player
    SiriusBreeze's Avatar
    Join Date
    Jul 2019
    Location
    Ul'dah
    Posts
    44
    Character
    Xicuht Atoyac
    World
    Goblin
    Main Class
    Monk Lv 100
    I think Yoshi-P did say at the fanfest that the 2 minute meta forced a certain kind of damage profile onto all the jobs. Without that, they can make classes that are different in how they deliver their damage. So we might see a return of jobs that are more focused on a solid pace of strong hits, and jobs that flood their dps into small windows.
    (1)

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