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  1. #81
    Player
    Moqi's Avatar
    Join Date
    Apr 2014
    Posts
    1,521
    Character
    Goji Degotye
    World
    Twintania
    Main Class
    Botanist Lv 90
    Evolved BRD's mitigation will not matter much either if they keep locking buffs and DPS behind using all 3 songs every minute, or we are back to a 2 min 1 min BRD meta and boss attack pattern.

    Their aversion to stances is comical at this point. There is no getting out of it as long as they keep making everything a multiple of 10s and force you to cycle through all your abilities/modes to get to your finishers. They went the lazy route and just removed DPS buffs. Right now it just feels like they went from a 2min coordinated meta to a 1min personal one, but the actual cadence of button presses/ability usage isn't that different.
    (5)

  2. #82
    Player
    TeresaFortell's Avatar
    Join Date
    Jul 2024
    Location
    London
    Posts
    357
    Character
    Metra Surrik
    World
    Midgardsormr
    Main Class
    Warrior Lv 100
    The way I see it is that the failure state seems to transition from rotations to situations, where many actions would be used in different situations. Therefore, in the former context, possible failure states may still occur, albeit at a lower rate.
    (1)

  3. #83
    Player
    Starrya's Avatar
    Join Date
    Dec 2024
    Posts
    64
    Character
    Starrya Trinket
    World
    Malboro
    Main Class
    Paladin Lv 100
    Quote Originally Posted by KihyiFelhede View Post
    Yeah that's kinda what I'm going for here, it doesn't seem much has changed. Right now its Wanderer 42 > Mage 42 > Paeon 33 to maximize procs but outside of savage you currently can just hit whatever and wait for it to time out with little to no penalty. I fail to see how this is meaningfully removing skill expression when it's just the current way things are. At worst it's just tweaking the current system.
    I'm trying to figure out if you're just caught up on the songs specifically, or if there's something else going on here. I agree that the songs are a tweak. The current songs can drift, making them more strict, and the new songs are more flexible. On its own, that's not a very big deal, especially if they make fights where that flexibility matters. There are people who expect it probably won't, and they have history on their side, but SE made a big deal about being able to make fights less rigid, so that is one of those things I'm willing to overlook for now. The issue is that we had DoT management in reborn BRD, prok management in reborn BRD, oGCDs that could drift in reborn BRD, and none of that is getting a replacement in evolved BRD. It's just all gone.
    (1)

  4. #84
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,346
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Moqi View Post
    Right now it just feels like they went from a 2min coordinated meta to a 1min personal one, but the actual cadence of button presses/ability usage isn't that different.
    This is what's making me pull my hair out. People praise evolved jobs for "being different", seemingly just going by faith instead of actually looking at the footage.

    The first thing you notice is that the showcase intentionally has long pauses between each "demonstration". So every time you see gameplay the jobs have had enough time to generate resources and for everything to come off cooldown, so the devs can press all the shiny buttons and make the gameplay look significantly more "involved" than it actually is. It's kinda like if I showed you current 7.5 Dark Knight gameplay but only the opener, and then waited until the opener was ready again.

    The second thing you will notice when you actually look at the footage is that there is barely any difference in ability usage compared to now.
    I'm just going to copy observations I've posted in other threads here.
    Your filler is still just a 4 step combo, but now you press the same button. It generates nothing, it interacts with nothing.
    You have a "gauge" that just fills by existing every 10 seconds.
    You spend that gauge on either the left side attack or the right side attack, each giving you a "continuation style" oGCD afterwards.
    You need to do both to unlock the 3rd attack which seemingly gives you another glowing GCD follow-up.
    You have an oGCD jump on a 3 stack system and 20 second cooldown that lets you ignore positionals and fills your other gauge. (And it does literally nothing until it's "full" after 3 jumps.)
    That gauge lets you go into your burst, which is just Stardiver into another 4 step combo on a single button and it unlocks the PvP jump.
    This means, you have a "mini burst" that you need to do every 30 seconds, consisting of 3 positionals (left flank, right flank and back), with a follow-up oGCD after each of them.
    You have a "main burst" every minute where you do your Stardiver combo.
    In-between those you just spam your 1 filler combo button.
    And then you also have Sky High after your burst every minute. Obviously has potential but only if fights allow for it, in most scenarios it will probably just end up being a "quirky" big damage weaponskill.

    So how exactly does this look "different" from what we currently do gameplay-wise?
    (3)
    Last edited by Absurdity; Today at 03:39 AM.

  5. #85
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,457
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    The biggest failure state now will be not having all your big hitting moves be in your pot window(if pots still exist).
    (2)

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