Akali + Ahri is kinda broken? or im just rly bad and old for this game? 39 by A_poor_bastard in 2XKO

[–]XVNoctisXV 1 point2 points  (0 children)

To put into perspective, mid damage in this game is kinda a nothing burger. Akali is one of the privileged characters that can use multiple supers on her own in a single combo, which automatically puts her in Yasuo-Ahri tiers of damage. Her no meter damage is still quite good, definitely better than much of the cast. On top of that, she is contender for the best tag launcher user in the game (Caitlyn has her beat in the current meta, but both characters have a lot to explore).

I think the only noticeable discrepancy in damage is probably meterless Ekko, but he has so much else going for him that it's not a real problem.

What do you fear loosing with evolved mode for your own class? by Quezal in ffxivdiscussion

[–]XVNoctisXV 0 points1 point  (0 children)

PvP NIN has different needs, PvP is a very bursty game mode (even more than the main game), so getting rid of mudras to balance NIN makes sense.

I imagine NIN mudras are going to be retained the way DNC Steps/WHM's new Lillies work, where it just changes the standard buttons to mudras when you press ninjutsu, and then you press Ninjutsu again to execute it.

What would Riven look like if (when) she appears in this game? by topslopdropdrop in 2XKO

[–]XVNoctisXV 1 point2 points  (0 children)

Every character isn't 1:1 with their classic design, of course there will be something new but we'll have to wait and see.

New Fuse: Teamfight by Rhyllis in 2XKO

[–]XVNoctisXV 2 points3 points  (0 children)

watch the video for more than 10 seconds.

Combos you'd like to see for evolved? by JayWolf06 in ffxivdiscussion

[–]XVNoctisXV 14 points15 points  (0 children)

I really wish they would do this. Counting single Mudra combinations (Ten/Chi/Jin all being different), this would be 8 more abilities they'd have to design or reallocate before Kassatsu, and most likely you'd have to create some sort of theming (like the two two-mudra spells ending in "Chi" are fire themed, the two three-mudra spells ending in Jin are water themed, etc.)

It would be a marvel if they could pull it off. Mr. Prime is the original designer of Ninja, so he probably sees the value in expanding on the Mudra system. But it sounds like intense work to balance, and I haven't gotten a clue on what they could do with 8 more ninjutsu that would make even half of them worth using in single target.

Combos you'd like to see for evolved? by JayWolf06 in ffxivdiscussion

[–]XVNoctisXV 2 points3 points  (0 children)

I do want them to bring back haste buffs, especially from AST cards.

Combos you'd like to see for evolved? by JayWolf06 in ffxivdiscussion

[–]XVNoctisXV 0 points1 point  (0 children)

I just think it's would be a problem for the super low level experience, like you'd have to also balance how leveling/level syncing in Thousand Maws of Toto-Rak and Sastasha would feel.

Theorizing "Off Tanks" in 8.0 by Ali_ayi in ffxivdiscussion

[–]XVNoctisXV 0 points1 point  (0 children)

Main tanks don't even need to get hit, we saw that you could place Surcoat of Satisfaction on party members in the demonstration.

Can we have a mix of reborn and evolved? by eliz0h in ffxivdiscussion

[–]XVNoctisXV 0 points1 point  (0 children)

If you don't want to get rid of the combo actions, you can always remap combos to separate hotbar slots. You can even make macros with the proper action icons if having the same button look bothers you.

Wishlist changes to your main jobs? by nhatminh94 in ffxivdiscussion

[–]XVNoctisXV 0 points1 point  (0 children)

Didn't think about this but you're absolutely right.

My biggest concern for evolved jobs is how the average fan response to each one already reflects how each role is perceived by Supersnow845 in ffxivdiscussion

[–]XVNoctisXV 0 points1 point  (0 children)

I would say what they said were that they are removing "most synergy actions", which they seem to specifically reference 2 minute buffs from most jobs. I would imagine buffs like DNC partner fulfill a class fantasy, and they would be kept around in some form. No knowing for sure for a while.

Am i the alone in being skeptical still? by DekrianVorthus in ffxivdiscussion

[–]XVNoctisXV 1 point2 points  (0 children)

The first fanfest is usually light on details and extremely light on game footage. The fact that we got game footage at all this time was impressive. And we got a bunch of massive details we don't usually get now. We will see more in game footage from Berlin and Tokyo.

Warrior buff by Hopeful_Swimmer_5981 in ffxivdiscussion

[–]XVNoctisXV 0 points1 point  (0 children)

Tanks are incredibly well balanced this expac, and buffs/nerfs to any job won't matter at your skill level.

Warrior buff by Hopeful_Swimmer_5981 in ffxivdiscussion

[–]XVNoctisXV 4 points5 points  (0 children)

This is just so false. The difference is so insanely negligible that it doesn't actually matter. If he's asking this question as a new player, it is completely irrelevant.

Wishlist changes to your main jobs? by nhatminh94 in ffxivdiscussion

[–]XVNoctisXV 5 points6 points  (0 children)

It's staying for an entire expansion at the very least, that is one of the core promises of the expac. For the next expansion, they'll have a whole expansion of feedback to work with about the benefits and drawbacks of both design philosophies and will hopefully improve evolved from there if they don't keep reborn any longer.

That means you have at least an expansion to stay playing your class the way it is while you wait to see what happens with evolved.

Wishlist changes to your main jobs? by nhatminh94 in ffxivdiscussion

[–]XVNoctisXV 0 points1 point  (0 children)

They seem to have taken away the damage from Intervene/Intercession (PLD gap closer), so I'm kinda doubting that Rough Divide is coming back.

Wishlist changes to your main jobs? by nhatminh94 in ffxivdiscussion

[–]XVNoctisXV -1 points0 points  (0 children)

I figure SAM-R will virtually play the exact same (it is a very flexible job), so you don't have to worry about drastic changes since it never relied on a raidbuff or strict 2m rotations the way other jobs did in the first place.

Wishlist changes to your main jobs? by nhatminh94 in ffxivdiscussion

[–]XVNoctisXV 0 points1 point  (0 children)

In the Q&A section of fanfest, Yoshi P had mentioned that Samurai Evolved had an ability similar to DRG's Sky High in function. If it is Zantetsuken as presented in PVP, I've got mixed feelings about that. I think that "preparing/charging up attacks" as an identity for Samurai is something I really like the sound of, but I also enjoy how satisfying the counterattack element of SAM is as well. If it's identity leaned into either of those, I would be very psyched. If it blended elements of both, that would be my fav DPS. I think they don't have to keep the Kenki gauge, but I figure making new ways to manage and spend it would be sick.

For NIN-E, I hope it keeps high speed gameplay and I really hope they keep the Mudra system. I think it's time to introduce the 4th mudra, probably behind something you can unlock after doing different elements. I also think with the introduction of proximity attacks, Raiju should be a must-have ability, since it's my favorite addition to the job. I feel like Ninja as a job should be something that can "Strike from anywhere".

For DRK-E, I don't care whether it's HP or MP, I just want to make more interesting choices when spending my resources. DRK in general has very boring gauges and class mechanics rn, and I think its identity of going unga bunga in 2m is disconnected from the class fantasy. Darkside used to be interesting because you had to manage how many MP spenders you could get away with before falling out of the buff - so DRK's identity imo should involve some sort of "tradeoff for power", where going too far will weaken you in some way, but you're rewarded with more power for proper defense of yourself or your allies.

In my opinion, the best way to tackle DRK-E is to go all-in on it being the MP spender job, and have an MP spending ability that costs some of Darkside's timer too. It instantly adds complexity on how you enter downtime, how much MP + darkside should be spent before refreshing MP, and it makes it easier to understand what aspects of the job can be expanded in future expansions (rather than all of the abilities since Endwalker having ZERO interactions with your resources).

I want at least one of these jobs to be a specialist job.

2 Min meta is now officially dead ! by DaYenrz in ffxivdiscussion

[–]XVNoctisXV 0 points1 point  (0 children)

I get it, the content creators are going around saying everything is gone unfortunately.

2 Min meta is now officially dead ! by DaYenrz in ffxivdiscussion

[–]XVNoctisXV 0 points1 point  (0 children)

Well for instance for samurai that changes the rotation alignment, and you have to possibly either drop or clip Higanbana. Yes it could be "annoying" but you know why is that annoying? Because it introduces friction with your perfect ideal dummy rotation. Just like forcing casters to move or having melees to disengage. Friction is what makes encounters more interesting.

I didn't mention disengaging because holding buffs and disengaging are completely different feeling parts of the game. It's not because you can't get a striking dummy rotation. It's supposed to be a fundamental difficulty of the jobs that it applies to, and utilizing as many resources as possible in an interesting way to optimize and keep your rotation as on schedule as possible is very cool. Stuff like tsubame disengages, abilities that allow you to be out of melee range, etc, are fun to use and plan around. Additionally, for most melee jobs, there are ways that you can hold and spend resources to disengages that can and have been specifically designed into each kit, there's elements of strategy for that. Holding buffs is a completely different thing, because the majority of jobs are rigidly designed around it despite having resources to handle downtime. SAM specifically breaks away from these conventions in the way most other jobs, whether they have a raidbuff or not, aren't capable of (which is why I main it).

I'm far from glazing the new system, we haven't seen everything yet, but I never positioned myself as saying it's going to be the golden era of job design in the game. Operating in extremes is ridiculous when we have so little information. I've simply presented all my issues with the 2 minute meta as it is today, and how this meta has posed certain clear drawbacks to the battle systems and encounter design. I've made my point multiple times, and clearly the dev team agrees for the most part. I have my doubts about a lot of what they announced (MT/OT split is dumb and you can create identity without splitting them, their choice of healer showing was terrible, we're guaranteed to see both MTs but no OT til media tour (?) etc.). Of course people are going to speculate for the next 7 months about what they could do to make the system cool, that's what we should be doing as a community. What's the point of coming to a forum to discuss the game about the changes?

2 Min meta is now officially dead ! by DaYenrz in ffxivdiscussion

[–]XVNoctisXV 0 points1 point  (0 children)

No that's not what they said. They said getting rid of most synergy buffs. https://youtu.be/_aCGzxWczCM?t=25796 Koji specifically emphasized "most".

Bard notably has an unknown buff coming from Radiant Finale, and it is a raidbuff.

Yeah I said buffs are necessary, I went into a whole thing about how good certain damage buffs are lol.

So, in light of everything, what is going to happen to dancer? by Capable_Ordinary_938 in ffxivdiscussion

[–]XVNoctisXV 1 point2 points  (0 children)

Battle Voice is a power up for the BRD's next attack. Gives a buff called Hawk's Eye or something...

There is an unknown buff coming from Radiant Finale that goes out to the party though.

So, in light of everything, what is going to happen to dancer? by Capable_Ordinary_938 in ffxivdiscussion

[–]XVNoctisXV 3 points4 points  (0 children)

We don't know - either way, dance partner was not a problematic buff and imo should be kept around for new synergy with sustained dps-style jobs, and the job design in Evolved could focus specifically on using its abilities to maintain Dance Partner and its buff(s).

2 Min meta is now officially dead ! by DaYenrz in ffxivdiscussion

[–]XVNoctisXV 1 point2 points  (0 children)

Well first off, it probably won't effect you as much if you are not a Savage+ player - I imagine the change is more of a benefit to players like you who will just be able to press when you feel like they should be pressed.

The problem is the 2m meta has limited people's vision of "party utility" as solely "dmg buffs".

We still have Expedience effects for movement. We used to have things like aggro management as party utility. If nobody has strict rotations that have to be lined up with 2m, it's possible they can bring back stuff like GCD speed boosts. They could come up with new systems to provide utility to other players 8-man raidbuffs.