Forum Settings
       
1 2 Next »
Reply To Thread

Patch 2.1 details?Follow

#27 Nov 10 2013 at 3:47 PM Rating: Good
***
3,737 posts
Quote:
Super Mario 64. Four stomps = platform turns into a smallish star. Bowser only does this in the final fight. Getting caught in his shockwave attack isn't a big deal until this happens. If you get caught in the wave, you are stunned, which can allow him to burn you with fire. That's gonna make mario jump all over the place uncontrollably and you could end up falling off very easily on the star'd platform.


There was also Super Mario World. Every mid-level fort with those rhino bosses. The floor crumbles away during those fights too.
____________________________
svlyons wrote:
If random outcomes aren't acceptable to you, then don't play with random people.
#28 Nov 10 2013 at 5:21 PM Rating: Decent
*
54 posts
TwilightSkye wrote:
SkinwalkerAsura wrote:
The One and Only Onionthiefx wrote:
I'd like to see the Titan Extreme mode platform become smaller and smaller each time he uses stomp (or jump, maybe they can add some more in) until eventually there's nothing left.


Wasn't there a boss fight in one of the Super Mario games where that happened?

Super Mario 64. Four stomps = platform turns into a smallish star. Bowser only does this in the final fight. Getting caught in his shockwave attack isn't a big deal until this happens. If you get caught in the wave, you are stunned, which can allow him to burn you with fire. That's gonna make mario jump all over the place uncontrollably and you could end up falling off very easily on the star'd platform.


I think this fight is what inspired SE to setup the titan fight in such a way, but instead of the wave stunning you, it knocks you back.

Edited, Nov 10th 2013 1:59pm by TwilightSkye


It sounds like Diablos fight from FF11. He can make the platforms drop and sleep you and keep bio and poison on you same time. You had to learn to face away from him so you did not fall off the platform.
#29 Nov 11 2013 at 11:23 PM Rating: Decent
***
1,824 posts
Archmage Callinon wrote:
MajinTCZ wrote:
I really hope they dont do positioning and distance to brd. That was the worst thing to happen to rng in 11.


Actually I think it added a lot to RNG gameplay. The problem came in not being able to easily determine how far away from something you needed to be. A UI problem, not really a gameplay one.

The sweet spot took no time to figure out; it was the 80% cap on ranged accuracy that killed ranger.

The only nerf I see happening is losing the instant shot. I expect some kind of wind up for shooting, with interruption or damage/accuracy penalty for shooting on the move. But I wouldn't put it past SE to completely kill the damage and support for the job.
#30 Nov 11 2013 at 11:37 PM Rating: Good
***
1,556 posts
I'm leaning towards two possible situations for BRD:

1) They make songs more appealing/cost less MP so songs are up more often (and therefore BRD DPS is lowered besides when using foe req)

2) They remove some of the cross class abilities. Maybe blood for blood.

I think BRD is in a pretty good position right now as are most of the DPS classes. People said DRG was worthless for turn 1-4 but it shines in turn 5 and amplifies BRD damage as well.

They could just bring DRG up to speed by fixing the jump delays/mechanics. They already have melee improvements in the works..so I'm not sure tweaking BRD, outside of what I mentioned, is really necessary.
#31 Nov 12 2013 at 2:13 AM Rating: Good
Guru
Avatar
*****
11,159 posts
BRD holds an advantage over BLM as ranged DPS through mobility. While SE could try to make supporting more appealing, this leaves Archer's potential second job facing the same predicament if this concept of highly mobile ranged damage isn't looked into. SE could flat out nerf damage, which I'm not sure people would enjoy. They could employ distance mechanics like XI did (though part of this wouldn't make sense for their AoE attack since it's close range). They could fiddle with TP costs or CDs. Or they could cut damage, but then apply a passive that buffs it if you've been standing still for 2 seconds. This could put them more in line with BLM's cast time issues if you wanted their optimum DPS, but not outright neuter if you still wanted the mobility... sort of like how a BLM could spam Scathe, even if it isn't at all comparable to a good fire rotation.

Either way, player preferences almost always seem to gravitate toward ranged classes in these kinds of games unless melee boast a significant advantage. Range brings safety, and that safety allows for greater margins for error as well as typically less strain on healers. XI had this issue early on. Rift is going through it now, at least in context to the Warrior calling. I won't profess to know WoW, but I've heard mention of Hunters being FotM there at times, too. I'm sure people could cite other examples, too. Death from afar is an alluring concept, after all, be it done with fireballs or firearms.
____________________________
Violence good. Sexy bad. Yay America.
#32 Nov 12 2013 at 2:59 AM Rating: Decent
Scholar
Avatar
***
1,339 posts
The One and Only Onionthiefx wrote:
Taken from here: http://www.reddit.com/r/ffxiv/comments/1q2cyc/list_of_knownconfirmed_changes_for_21/

One Other New Primal (See note at bottom of post)
...
Note on Extra Primal : Confirmed to either be Leviathan, Shiva, or Ramuh. Some argument exists on which of these it will be.


99.99% sure it'll be Ramuh. For one, his model is actually finished (and looks badass) and already in the game. Secondly, they stated Shiva's beastmen are a type that's not in the game yet, which would require yet another model being created and storyline expanded upon it.

@ WAR changes

I'm hoping that aside from mitigation cooldowns that they actually implement some sort of shield mechanic somewhere based on damage done. Another thing that would be useful is to make their -slashing debuff last 30 seconds like DRG's (and probably MNK's but not sure at the moment) to free up the rotation a bit more.

I also hope they adjust the cooldown on Mercy Stroke because 60 seconds is just *ridiculous*. Matching it to BRD's execute wouldn't make it that 'overpowering' even for a tank as the heal component only comes on the killing blow. Or, make it a 30 second baseline and have the trait reduce it to 15 seconds so that cross class won't make the last bit of boss health melt *too* quickly.

@ BRD changes

I'm *hoping* they don't go the lazy route and add a cast time to Heavy Shot as that kills a lot of joy out of the job. BRD has a ridiculously high critical rate and combined with the Bloodletter proc I wonder if that's where they would focus their attention first by either lower the proc chance back down to 30%~ or just changing it to be a much lower chance but based on the tick and not a critical.
#33 Nov 12 2013 at 2:59 AM Rating: Decent
Scholar
Avatar
***
1,339 posts
**Stupid double post**

Edited, Nov 12th 2013 10:37am by Viertel
#34 Nov 12 2013 at 3:14 AM Rating: Good
**
589 posts
I'm not sure changing the recast on Mercy Stroke will make a huge difference to WAR. I think an extra HP boost would be a good start and perhaps a slight adjustment on the recast for Infuriate so we can use Inner Beast more, I think that's unlikely though. Alternatively increase the emnity generated and HP absorption of Storm's Path.

If Paladin is a damage mitigation tank, I think it's reasonable to saw Warrior - being an absorption tank - should have slightly better mechanics for HP recovery, as this seems to be the crux of the matter/problem.
#35 Nov 12 2013 at 9:37 AM Rating: Decent
Scholar
Avatar
***
1,339 posts
SolomonGrundy wrote:
I'm not sure changing the recast on Mercy Stroke will make a huge difference to WAR. I think an extra HP boost would be a good start and perhaps a slight adjustment on the recast for Infuriate so we can use Inner Beast more, I think that's unlikely though. Alternatively increase the emnity generated and HP absorption of Storm's Path.


No, it's a matter of both tanks have an off the GCD attack (PLD gets two, but circle's more for AoE control that just gets used on cooldown versus Fracture's more potent DoT that's on the GCD) with two vastly different cooldowns. Plus it's a pretty ****** ability when cross classed just due to the long cooldown on it.
1 2 Next »
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 215 All times are in CST
Anonymous Guests (215)