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  1. #1
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    558
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80

    Could Movement Become a Core Physical Ranged Mechanic?

    One of the long-standing issues with Physical Ranged jobs is that their mobility is treated as an advantage that justifies lower damage.

    Historically, this made sense.

    Today, however, melee jobs enjoy much higher uptime than they did in the past, while Physical Ranged still carry much of the same mobility tax.

    Rather than simply increasing their damage, I wonder if Physical Ranged could gain a role-wide mechanic that turns movement itself into gameplay.

    Momentum

    Momentum would be a resource generated by movement during combat.

    As the player moves, they build Momentum stacks.

    Once Momentum reaches a certain threshold, the job enters an enhanced state for a limited duration (for example, 15 seconds).

    During this state, the job's core mechanics become stronger.

    Examples:

    Bard

    - Stronger song effects.
    - Increased proc rates.
    - Enhanced Apex Arrow interactions.

    Dancer

    - Enhanced dance steps.
    - Stronger finishers.
    - Additional Esprit generation.

    Machinist

    - Faster battery generation.
    - Enhanced Hypercharge.
    - Access to stronger weapon actions.

    After the enhanced state ends, Momentum is consumed and must be rebuilt through movement.

    The idea is not to reward random movement.

    The idea is to create a gameplay loop where Physical Ranged actively convert mobility into power.

    In the same way that:

    - Melee optimize uptime.
    - Casters optimize movement and casting.
    - Tanks optimize mitigation.

    Physical Ranged could optimize Momentum generation.

    This would also create a stronger role identity.

    Instead of mobility simply being the reason Physical Ranged deal less damage, mobility becomes the thing that fuels their gameplay.
    (3)

  2. #2
    Player
    Shaboinky's Avatar
    Join Date
    Mar 2026
    Posts
    19
    Character
    Rummy Labooze
    World
    Zalera
    Main Class
    Blue Mage Lv 80
    Actually, I'd love it if Dancer's buff can be applied by En Avant'ing to party members after Standard Finish rather than just the set and forget of Dance Partner. Have them ping ponging around the field based on whomever needs it. Maybe dashing to the tank buffs their defense for the incoming tank buster then dashing to the healer for a healing buff before it goes off. Makes applying a buff more active and strategic.

    Also, just wanted to say that I've been enjoying your posts. They are enjoyable to read/theorize and feel well though out.
    (3)

  3. #3
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    558
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Shaboinky View Post
    Actually, I'd love it if Dancer's buff can be applied by En Avant'ing to party members after Standard Finish rather than just the set and forget of Dance Partner. Have them ping ponging around the field based on whomever needs it. Maybe dashing to the tank buffs their defense for the incoming tank buster then dashing to the healer for a healing buff before it goes off. Makes applying a buff more active and strategic.

    Also, just wanted to say that I've been enjoying your posts. They are enjoyable to read/theorize and feel well though out.
    That's actually a really interesting example.

    What I like about that idea is that movement stops being just a way to maintain uptime and instead becomes part of the decision-making process itself. The Dancer is still highly mobile, but now there is a reason to use that mobility proactively rather than simply having it available.

    And thank you, I really appreciate that. I've been having a lot of fun exploring these ideas and seeing everyone's perspectives on them.
    (2)

  4. #4
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,207
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Please no. Most ranged players move too much already. I would prefer they not run around mindlessly trying to build up a movement-based gauge, dropping AoEs on the safe spot where I'm parked.
    (1)

  5. #5
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    558
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Rongway View Post
    Please no. Most ranged players move too much already. I would prefer they not run around mindlessly trying to build up a movement-based gauge, dropping AoEs on the safe spot where I'm parked.
    That is fair, but I think that would only happen if the system rewarded distance traveled.

    I was thinking more along the lines of rewarding meaningful movement decisions. Ideally, a good Physical Ranged player would move less, not more, because they would know when and where movement creates value.

    Just like a good Black Mage is not moving constantly, a good Physical Ranged should not be either.
    (2)

  6. #6
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    5,438
    Character
    Sunie Mochi
    World
    Twintania
    Main Class
    Machinist Lv 100
    That's an interesting idea, but I personally am reluctant about it for two main reasons:

    1) I don't want to become a bunny hopping rphys that has to jump everywhere all the time just to generate resources. I would however be okay with it if it is specifically tied to movement mechanics (en avant stacks, evolved bard spin, etc), because you suddenly wouldn't have to keep running all the damn time for the sake of resources generation.
    2) I don't like that the only thing we can find in the current pve model is based on uptime and movement. In effect this is just a reverse caster.

    If anything in the current pve environment, rphys jobs, with the exception of DNC that kept its dashes even though it doesn't need them anymore for melee attacks, are the only jobs with zero mobility tools (with SCH/AST). Even if they do not have to care about uptime as much as melees or casters, they however do not have the luxury of sloppy execution and need to be on point when resolving mechanics (a single mistake and you eat it, no dash or teleport to save your ass).

    I do however like the idea of DNC spending dashes to upkeep partner buffs or unlock other things, that's what makes it unique in pvp, dancing around all the time.
    (2)
    Last edited by Valence; 06-06-2026 at 05:45 PM.

  7. #7
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    558
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Valence View Post
    That's an interesting idea, but I personally am reluctant about it for two main reasons:

    1) I don't want to become a bunny hopping rphys that has to jump everywhere all the time just to generate resources. I would however be okay with it if it is specifically tied to movement mechanics (en avant stacks, evolved bard spin, etc), because you suddenly wouldn't have to keep running all the damn time for the sake of resources generation.
    2) I don't like that the only thing we can find in the current pve model is based on uptime and movement. In effect this is just a reverse caster.

    If anything in the current pve environment, rphys jobs, with the exception of DNC that kept its dashes even though it doesn't need them anymore for melee attacks, are the only jobs with zero mobility tools (with SCH/AST). Even if they do not have to care about uptime as much as melees or casters, they however do not have the luxury of sloppy execution and need to be on point when resolving mechanics (a single mistake and you eat it, no dash or teleport to save your ass).

    I do however like the idea of DNC spending dashes to upkeep partner buffs or unlock other things, that's what makes it unique in pvp, dancing around all the time.
    That is a fair concern, although I don't think it necessarily becomes a reverse caster.

    Casters are not casting 100% of the time either. Modern casters already have instant casts, movement windows, and tools that let them move when needed.

    Likewise, I wouldn't expect Physical Ranged to be moving constantly. The idea would be to have specific moments where movement generates Momentum, which can then enhance job-defining actions.

    I do agree that the current jobs would probably need more movement-oriented tools for a system like this to work. Dancer is already close to that fantasy, which is why I like your example of spending dashes to maintain partner buffs or unlock additional effects.

    The goal isn't to reward constant movement, but to make movement something that can be planned, managed, and converted into value, similar to how other roles manage uptime or casts.
    (0)

  8. #8
    Player
    SakuraMidnight's Avatar
    Join Date
    May 2026
    Posts
    104
    Character
    Sakura Midnight
    World
    Louisoix
    Main Class
    Fisher Lv 68

    Pure DPS Role - is actually a joke.

    This role basically just black mage right? cause machinst does not do no wear near as much damage as black mage. I am not feeling like samurai is doing the number it should. should we just call this the black mage role

    cause everyime look at dps logs black mage is always number 1 pretty much up there. just saying
    (0)

  9. #9
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,937
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by SakuraMidnight View Post
    This role basically just black mage right? cause machinst does not do no wear near as much damage as black mage. I am not feeling like samurai is doing the number it should. should we just call this the black mage role

    cause everyime look at dps logs black mage is always number 1 pretty much up there. just saying
    Numbers and actual statistics and logs disagree with you, but you're welcome to your (wrong) opinion of course.
    (0)

  10. #10
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,937
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    I would love it if each ranged DPS would interact with movement in a unique way. Not just PRanged, all of them. I think I'd split it this way:
    • PRanged: Have specific situations where movement is beneficial. Are generally unrestricted in their movement, might have skills that slow down their movement or very momentarily forbid (self-root), but never interrupt (no casts).
    • Casters: Generally want to not move as some~many of their attacks interrupt as they are casts. Generally want to be at range, and will want to move to get their as some of their abilities do not work well from close range. This is a shared thing, each caster's filler/spam spell has some interaction that linearly scales with range, e.g. the closer <15y a Red Mage is, the less gauge Jolt/Verfire/etc give up to 30% less or so.

    Now for the PRanged, I think I'd modify your idea somewhat:
    • The Bard I'd have self-root during songs. Make those GCD, but seriously bump up the effects of the support side of them to compensate as long as you keep standing still after the initial play.
    • Dancer as you have it, I like the whole idea.
    • For Machinist I'd basically "invert" it? While firing filler GCDs, you can only move at half-speed, and the more you move, the more your aim becomes "unstable" (filling an unstable bar). If you cap it, your filler becomes "Steady aim" which is a GCD causing no actual attack but emptying the bar. You want to never cap it. Buff filler potency and overall potency to compensate.
    (1)
    Last edited by Carighan; 06-06-2026 at 07:26 PM.

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