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  1. #1
    Player
    HulveinBlitz's Avatar
    Join Date
    Aug 2013
    Posts
    890
    Character
    Hulvein Wyrmblood
    World
    Cerberus
    Main Class
    Dragoon Lv 80
    The question was asked, the answer was delivered!

    No problem, guys. On a serious note, I thought they would of just given something like impulse rush outside of PvP. Rather than.. make the positional hit regardless.

    Still was nice mastering how to land HT. I hope it's more like.. "if you hit it from the flank, you gain the max damage increase" and if not you gain the buff, but not the same dmg increase.
    (0)
    Last edited by HulveinBlitz; 11-29-2014 at 09:50 PM.

  2. #2
    Player
    Sleigh's Avatar
    Join Date
    Sep 2013
    Posts
    1,563
    Character
    Philia Felice
    World
    Gilgamesh
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by HulveinBlitz View Post
    Still was nice mastering how to land HT. I hope it's more like.. "if you hit it from the flank, you gain the max damage increase" and if not you gain the buff, but not the same dmg increase.
    In all likelihood both ID and HT will still have the same (or more with buffs) potency when landed properly and the same crap damage if done elsewhere, but the effect coming through will be very nice. It's something you can carry over currently, only it'll be go from what was necessary to be able to keep up with other DPS to what separates the best DRGs from the average ones.
    (0)

  3. #3
    Player
    Mibhas's Avatar
    Join Date
    Sep 2014
    Location
    Gridania
    Posts
    136
    Character
    F'mibhas Hena
    World
    Odin
    Main Class
    Lancer Lv 80
    It'll be a nice buff, largely for stuff like T9 where the mobs do a lot of spinning and there are phases where you can't stand to the side/flank of the boss. Haven't done any FCoB to speak of, but we'll see how it goes there!
    (0)

  4. #4
    Player
    Daweism's Avatar
    Join Date
    Jun 2014
    Posts
    210
    Character
    Kurama Uchiha
    World
    Adamantoise
    Main Class
    Dragoon Lv 70
    I bet that HT and ID will still have the same effects no matter where u land them, just if you land the correct positional you will receive extra potency on the attack itself, kind if like Monks.
    (0)

  5. #5
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    I sort of like the positional removal for the buff, simply because it's a pain to have your entire rotation gimped by one mistimed HT/ID. I'll gladly take a potency loss over that.
    (1)

  6. #6
    Player
    kyrios91's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    160
    Character
    Dux Dragunity
    World
    Midgardsormr
    Main Class
    Lancer Lv 70
    Quote Originally Posted by Mibhas View Post
    It'll be a nice buff, largely for stuff like T9 where the mobs do a lot of spinning and there are phases where you can't stand to the side/flank of the boss. Haven't done any FCoB to speak of, but we'll see how it goes there!
    Well in my experience the golems turning around are kind of annoying but really it's not a problem when you have a good tank that aggros it firmly thus it doesn't spin around. The issue of positionals start to be realized during FCoB for example... Imdugud will cast his skills thus you are forced to stay where you are or else you can clip / get clipped by a Heat Lightning / Cyclone. Now that what hurts the most IMO.

    Quote Originally Posted by Daweism View Post
    I bet that HT and ID will still have the same effects no matter where u land them, just if you land the correct positional you will receive extra potency on the attack itself, kind if like Monks.
    IMO that's pretty bland to repeat what MNKs have. IMO it's more interesting if HT grants more bonus damage if landed on the right side. Let's say a non-positional HT will give a 10% buff while a right HT will give 20%. That will give more incentive to land your HTs right rather than just a potency increase. A potency increase will give the mentality of "ahh nvm the potency loss, the important thing is I get the buff". But the point is if you do mislanded your HT, you won't be left with nothing like it is now.
    (0)

  7. #7
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    Quote Originally Posted by kyrios91 View Post
    et's say a non-positional HT will give a 10% buff while a right HT will give 20%. That will give more incentive to land your HTs right rather than just a potency increase.
    While true, that's not the case with Monks, and it'd be a bit unfair to make the positionals that important for DRG whereas for MNK it's just a slight potency loss. If I got a 10% buff on my HT, I would have to do it again for the 20%. If the boss turned and I missed my HT, gained the normal buff, and it costed me some potency on that HT, then I wouldn't be bothered because my rotation will keep going. The trouble before is if you missed, you had to use another GCD to reapply it. This added... I'm going to say "challenge" to the job but I'm not sure if that's the right word. Regardless, a lot of people complained about it, and now they're just bringing it down to MNK positional territory.
    (0)

  8. #8
    Player
    Dervy's Avatar
    Join Date
    Aug 2013
    Posts
    1,537
    Character
    Dervy Yakimi
    World
    Ragnarok
    Main Class
    Lancer Lv 80
    That's hilarious, I knew they'd decrease damage received through BFB. That was an issue for us DRGs since 2.0. (It should be traited, not on the skill itself however). I was about to write up an essay on that "DRG has been broken thread" before I just said "fuck it!", as the changes were too obvious lol.

    Plebotomise really needed updating, especially when NIN has Shadow Fang.

    Quote Originally Posted by Daweism View Post
    I bet that HT and ID will still have the same effects no matter where u land them, just if you land the correct positional you will receive extra potency on the attack itself, kind if like Monks.
    Exactly what will happen.

    I'm kind of hoping DFD's C/D gets reduced even more to match a NINs Trick Attack and receives a slight potency increase. I've always felt 250 is too little for such a large cooldown. That would balance a lot of things and being able to have a DFD every burst rotation would be beautiful.
    (1)
    Last edited by Dervy; 11-29-2014 at 11:52 PM.

  9. #9
    Player
    rickyguo's Avatar
    Join Date
    Dec 2013
    Posts
    242
    Character
    Yan Dere
    World
    Gilgamesh
    Main Class
    Lancer Lv 60
    I honestly dont like the positional change.

    There really isn't any place in final coil where you can't prepare for boss movement in advance and either adjust your rotation or hit your positional in that 1 second window before like the megaflare stack kills you. I mean I guess it'll be the same still since meeting it will +dps but I really enjoy trying to meet positionals through mechanics and adjusting rotations to get through them.

    "Before we added ninja, monk was clearly the better DPS but had a way higher skill ceiling so this difference was ok."

    I really don't like that. I don't think skill ceiling should affect dps that much. Does that mean that any "good" player who can hit both skill ceilings should be playing monk?

    I didn't switch to monk despite drg shortcomings but if it ends up like a monk that doesn't have to keep up greased lightning then I might switch simply because it's too boring or there's no challenge involved. We have two skills that require positionals. If it's a slight potency loss on both then the difference between a drg who hits all positionals and one who doesn't will be extremely minimal unlike monks who has positionals on every part of their 3 move combo.

    HT and disembowel was 50 dps during a 8min avatar fight. Most monk potency drops are like 20% for missing positionals. This means that if the change is similar then you will lose 10 dps over an 8 minute fight if you do not hit any positionals what so ever.

    Will see depending on details of the changes.
    (4)
    Last edited by rickyguo; 11-30-2014 at 02:31 AM.

  10. #10
    Player
    CesarLongsword's Avatar
    Join Date
    Jun 2014
    Posts
    20
    Character
    Cesar Longsword
    World
    Leviathan
    Main Class
    Lancer Lv 50

    "Buffs" are dissapointing me

    The thing that is seemed to be made the most prominent buff is changing how positional work, imo this only helps bad drgs. it takes out the difficulty of the class. i rarely miss positionals, even on t9, if you know what your doing and think ahead you wont have a problem 90% of the time. so then there is little dps increase here if your doing your shit right.

    what i was really hoping for is a reason for parties to bring a drg to party, some utility that every other class has except drg. i want a group that wipes so say "damn, if we had a drg we couldve lived past that". the only substitution for a lack of utility should be a huge advantage in dps, which i doubt drg will have after these buffs, and honestly i wouldnt want. mnks/nins can have their dps. i just drgs to be wanted in a party for some reason

    edit: I guess im sick of seeing drg viewed of as a loldrg, why cant we be an asset to party like other dps. i know i thank my ninja every time i see a 2k+ crit because of the beauty of trick attack or the unlimited TP they give me, or my smn for rezing me after being animation locked. every class should have something that they can bring to party that is unique and useful in various ways. drg doesnt have this. sureeee we give bard a buff, but this a joke
    (1)
    Last edited by CesarLongsword; 11-30-2014 at 02:41 AM.

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