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  1. #21
    Player Laciant's Avatar
    Join Date
    Mar 2011
    Posts
    1
    Character
    Lackeey
    World
    Odin
    Main Class
    WAR Lv 90
    War: The ideas for War are less than impressive. Since War can use nearly all weapons I think the idea for changing attributes is pointless. Also making the next hit Crit? Again very underwhelming. Reminds me of "Aggresive Aim" cause alot of war's use Ranged attacks >.> .

    Whm: Whm could use an ability to make AoE enhancement spells like the Bar spells single target or let whm cast them from a distance so they dont' have to run in to cast them.

    Rng: I like the ideas for rng, anything to lower enmity is good for Rng.
    (1)
    Last edited by Laciant; 07-15-2011 at 11:56 PM.

  2. #22
    Player Sasaraixx's Avatar
    Join Date
    Mar 2011
    Posts
    276
    Character
    Sasaraixx
    World
    Carbuncle
    Main Class
    SMN Lv 99
    I have been waiting for this Job Adjustment road map!

    SMN
    This sounds very good. Hopefully the increased cost isn't something ridiculous. The devil will be in the details on this one, but hopefully the timer gets lowered to at least 30 seconds. That would seriously help with our damage. Wards/Favors and spirits still need work. And I know this is entirely just me, but I've wanted Phoenix as an avatar since COP. Hopefully Cait Sith and Atomos won't be 2hr specific and will add some new elements to the job. I assume all the avatars will get new damage pacts before 99, so these two new avatars could fill in some holes in other areas.

    SCH
    I am worried. A spell during our 2hr does not sound promising. Unless it is Death and it is as awesome as Vanille's in FFXIII, then I really don't know how using a spell once every 2 hours could help balance the job. It's even more troubling because Tabula Rasa's duration is so short. RDM and BLM are getting mini versions of their two hour, so it would be nice if SCH received the same. Even a trait that allows for occasional chargeless use of strategems would be nice. . . I am encouraged that we will be receiving higher level BLM AND WHM spells. Hopefully that means Cure V and some of the other goodies WHM is getting. The Dark Arts side of the grimoire has been very well developed but our Light Arts could use a few goodies. From a spell stand point, it seems that the job is playing like Sage from FFIII. Hopefully SCH will be more useful than that job.

    WHM
    Perfect. I know some would prefer a spell to remove Amnesia but I don't think that every status ailment in the game should have a remedy. If I had to choose between Charm and Amnesia for an ~na spell, I would choose the former. -MDT is also pretty sweet.

    BLM
    With /RDM, Aspir II, more refresh gear, and now a mini-Manafont, BLM's MP issues really are being addressed. That new ability will also make the MP intensive spells more viable. (You know Meteor's MP cost is going to be crazy). More damage to improve the damage/mp ratio is also nice.

    RDM
    Wait and see. I like enfeebling magic and I welcome these changes. We will just have to see how they are implemented.

    BLU
    The BLU notes are as informative as always. Haha

    I am just very pleased that the team is taking the time to let the player base know what they have in mind. It gives us a chance to send feedback (ahem SCH and DRK) and it's comforting to know that they do have things well thought out. Our vision for certain jobs may not be the same but we can at least see what they have planned.
    (1)

  3. #23
    Player Zetonegi's Avatar
    Join Date
    Mar 2011
    Location
    Laser Tarus
    Posts
    45
    Character
    Zetonegi
    World
    Asura
    Main Class
    DRG Lv 1
    Mini2hrs are in this season. WAR gets one BLM gets one RDM gets one and now BRD gets one via new JA+Troubadour
    (0)

  4. #24
    Player Kuraudo's Avatar
    Join Date
    Mar 2011
    Posts
    21
    Character
    Cloudxz
    World
    Quetzalcoatl
    Main Class
    WHM Lv 99
    Quote Originally Posted by Laciant View Post
    War: The ideas for War are less than impressive. Since War can use nearly all weapons I think the idea for changing attributes is pointless. Also making the next hit Crit? Again very underwhelming. Reminds me of "Aggresive Aim" cause alot of war's use Ranged attacks >.> .
    I hope you're kidding. This is by far one of the best job adjustments I've seen for WAR. I honestly didn't expect to get something offensive again, but hey I'll take it!
    (0)

  5. #25
    Player Francisco's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    261
    Character
    Francisco
    World
    Shiva
    Main Class
    MNK Lv 99
    Just a couple of ideas...

    Monk

    - In addition to Chakra scaling with level, make it gradually remove additional ailments like Bio, Slow, Plague and Bind. Maybe adjust it so Paralyze doesn't consume the recast timer, and grant a certain amount of resistance to status ailments removed, similar to Divine Caress.
    - Reduce Counterstance recast.
    - Make Counter attacks grant a small amount of TP.
    - Make Counter attacks count as a "guarded" attack as well.

    White Mage
    - Make Protectra V Merits effect the potency of Protect V and if added, Protectra VI and Protect VI.
    - Make Shellra V Merits effect the potency of Shell V and if added, Shellra VI and Shell VI.
    (1)


    "How do I lock threads?"

    Consume the contents of a bottle of Extra Strength Tylonel and then drink a beer. Soon, all threads will be locked.

  6. #26
    Player Elexia's Avatar
    Join Date
    Mar 2011
    Location
    Bastok/Phoenix
    Posts
    666
    War is an all around DD and yes I'm sure this may be before many of your times, but in Limbus there's a particular section where resistances change and sans Magic, being able to switch between properties is a good thing.
    (0)
    Dark Knight ~ 90: Yes I actually use a Scythe.

  7. #27
    Player DerianX's Avatar
    Join Date
    Mar 2011
    Location
    Jeuno
    Posts
    77
    Character
    Derian
    World
    Odin
    Main Class
    PLD Lv 99
    A few things I'd like to see:

    WAR - A defensive ability that adds some survivability. Of all jobs I've played WAR is by far the least self-sufficient against mobs that don't die quickly. Perhaps an augment to retaliation that reduces damage and increases frequency or maybe a job ability that negates damage from the next hit like a mini-stoneskin a la perfect counter.

    PLD - An ability or spell that converts a party members enmity to spike damage on the enemy causing enmity gain for the PLD. An ability that temporarily raises the enmity cap for PLD. An ability similar to cover that simply absorbs attacks directed at any party member on the other side of the PLD. Cover reuse time reduction.

    BST - A purpose for the "Charm" ability past level 30. Jug pets are nice and all but charming required a bit of tactical planning and preparation that made the job unique. Right now BSTs are basically SMNs that use consumables instead of MP.

    DNC - A waltz that restores MP.
    (1)

  8. #28
    Player Selzak's Avatar
    Join Date
    Mar 2011
    Location
    Bastok (Bismarck)
    Posts
    364
    Sorely disappointed in the DRK examples- give the job more utility! More ways to stop an enemy, etc.

    PLD needs a general buff; it needs to be able to tank as effectively as NIN. It's already supportive enough.

    BLU, BST, WAR, and SMN all look very exciting and well thought-out!


    Thanks for the awesome post, it's great to see the general direction that the devs are wanting to take the jobs. Thank you so much for sharing this with us, very appreciated!
    (1)
    Last edited by Selzak; 07-16-2011 at 12:25 AM.

  9. #29
    Player Rearden's Avatar
    Join Date
    Jun 2011
    Posts
    458
    Character
    Rearden
    World
    Lakshmi
    Main Class
    PUP Lv 1
    There were some good update notes, but as far as the jobs I play, not really impressed. WAR and MNK don't need a lot, in fact as far as Abyssea goes they need nothing - but this game won't always be Abyssea, and we're talking Lv.99 cap. A TP bonus to counter would allow you to potentially use a MNK as a tank in situations where you'd be using a PLD before, similar to what was done with SAM/NIN.

    I also feel Guard and Parry need to be reworked into effective combat skills. Right now, regardless of your skill level, your proc rate is still only 5%. It would be better to see these two abilities on par with Shield, where the proc rate is based on your skill/agi vs the monster you are fighting.

    RNG being made into a THF+ with Bounty shot and the ability to manage hate for other party members is interesting, but I'd much rather see RNG back to where it was in 2004/2005, with effective ways to manage hate melded in.
    (1)

  10. #30
    Player Aequis's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    46
    Character
    Aequis
    World
    Lakshmi
    Main Class
    RDM Lv 99
    Read the opening comment about RDM and thought SE had put the BRD description in the wrong place:

    "Support specialists who excel at transforming their allies from mere mortals into demigods with their enhancements."

    I can think of:
    • Refresh - not exclusive now.
    • Refresh II - BRD get equivalent MP regeneration, but it's superior as it stacks with Sublimation.
    • Haste - WHM, BLU, SMN and all /WHM get this.
    • Phalanx II - even if you gear for it and go 5/5 merits, Phalanx is better and can be used with Accession.

    I believe our strength more lies in our ability to debilitate foes and weaken them, but we've not had much of that lately. We will lose Addle exclusivity at Lv.96 to WHM, so we need something to compensate for that. A lot of potential, but let's see what they decide on.

    I know all of the things they listed are "examples", but most seem quite odd. PLD looks extremely underwhelming and whilst they are mostly left out of Abyssea set-ups, I was hoping that it would be given something to broaden its use.

    DRG. The old Jump/High Jump aren't used anymore, due to the TP-boosting effects of Spirit/Soul Jump and the guaranteed critical hits if the wyvern's out. I don't understand augmenting jumps no-one uses, and then giving them a reverse Trick Attack effect...? Making our wyverns more resistant though, at least they got that right. We also need Camlann's Torment changing somewhat.

    DNC changes look okay, but again it depends how they're implemented. WHM is so-so. Cannot think of many situations you need to remove Charm (Salvage, Dynamis-Sandy, about two Abyssea NMs etc.). It used to be Dispellable.

    BST, adding to the range of stuff we can Charm is irrelevant if we still cannot Charm inside Abyssea. Even if you forget Abyssea, Lv.76+ jug pets are superior. That part of our job is mostly over.

    The rest of the changes that apply to jobs I have levelled really don't excite me that much. I still get the glaring sense that SE aren't really up to speed with how the game is played. Some jobs' roles are now being blurred to the point of obscureness. The example of SCH vs basically any mage is a prime example. Never should anything they do be "comparable" to another job's speciality (in fact better, as they can Rapture/Ebullience) - that's defeating the entire point, Square-Enix...
    (2)
    Lv.99 RDM ~ BLM ~ WHM ~ BLU ~ NIN ~ DNC ~ DRG ~ BST ~ SMN ~ THF ~ PLD ~ SCH ~ SAM ~ COR

    ** I love cooking, and will be happy to take food commissions of any type. Just ask me. **

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