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  1. #1
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    Jul 2012
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    Rate the Dev-Team's progress with the Job Adjustments Manifesto

    The following quote was written in July 2011.
    Quote Originally Posted by Gildrein View Post
    FINAL FANTASY XI Job Adjustments Manifesto
    Opening Remarks
    Job adjustments to this point have been based on the previous level cap at 75, and creating balanced, challenging battle systems in addition to leveling opportunities for players in this environment.

    Future job adjustments, however, along with forthcoming battle systems and their accompanying high-level notorious monsters, will be predicated on a level cap at 99.

    We are working hard to ensure that each job plays an equally important role in the new systems and NM battles, and we welcome any comments you may have that will help us accomplish this objective.

    *Multiple example adjustments follow each job vision. These are provided merely to illustrate the general direction we intend to take each job—actual adjustments implemented may differ from what is written.


    Warrior

    Vision
    Damage dealers who use their brawn to continuously pummel foes with a barrage of physical damage, but also use their brains to adapt to the situation at hand.

    We will certainly preserve the warrior's physical prowess, which makes it such an imposing damage dealer, but we also want to make it a more flexible attacker. We hope to accomplish through such means as adding abilities that modify weapon properties, making for more enemy-overpowering carnage.

    Example Adjustments
    Adding new ability that would allow warriors to change a weapon's damage type (slashing/blunt/piercing) during combat.
    Adding a new ability that would ensure the next melee attack lands a critical hit.


    Monk

    Vision
    Persistent pugilists whose fists speak louder than words, partially because they also render enemy attacks completely impotent.

    We'd like to see monks further mature into an even more supportive attacking role within the party. There's still room to build upon their renowned self-defense tactics such as Chakra and Counter, and they can also benefit from some extra training in skills like Subtle Blow and Chi Blast that leave foes too weak to fend off attacks from other party members.

    Example Adjustments
    Adding a new effect to Boost that increases Chakra's effectiveness or makes Chakra's HP-recovery bonus gradually increase by level.
    Adding a new effect to Chi Blast that reduces an enemy's TP.


    White Mage

    Vision
    Veritable all-purpose physicians that are always on call and ready to provide medical assistance even in the most harrowing situations, they remove status ailments with scalpel-like precision, nurse the dying back to life, and prescribe preventative measures to their party member patients to keep them healthy.

    We aim to maintain their status as healing specialists while guiding them to new discoveries in the fields of magic defense and resistance. After mastering these new techniques, they should be able to protect their party members against any subsequent outbreaks of status ailments.

    Example Adjustments
    Adding a new ability that reduces magic damage taken by party members.
    Adding a new spell that removes Charm from a party member.


    Black Mage

    Vision
    Elemental magic wielders that bring colossal amounts of firepower to the battlefield, yet are weighed down heavily by the responsibility that accompanies such unbridled destruction.

    Black mages know their role, and they know what they need to ensure triumph: more powerful magic. We'll continue to introduce elements that increase both the risks and rewards for these potent spellcasters.

    Example Adjustments
    Adding new abilities that increase the likelihood of dealing more elemental magic damage at the cost of greater risk.
    Adding a new ability that makes the next spell cast cost 0 MP.


    Red Mage

    Vision
    Support specialists who excel at transforming their allies from mere mortals into demigods with their enhancements, while rendering once-formidable enemies impotent with enfeebling magic.

    We want to see red mages play a more vital role in HNM battles by making enfeebling magic more effective against high-level notorious monsters and their legendary levels of resistance as well as allowing them to better contribute to party member enhancement.

    Example Adjustments
    Adding abilities that reduce to zero the casting time or recast time for the next spell/ninjutsu/song.
    New enfeebling magic spells.


    Thief

    Vision
    Stealthy pickpockets that duck and weave to land sneak attacks while keeping party enmity under control from the shadows.

    We wish to see thieves further develop the cunning they are so aptly known for by providing them with even more means of manipulating enmity and continuing to fatten the party's coffers.

    Example Adjustments
    Adding a new ability that complements Sneak Attack and Trick Attack.
    Raising the chances of successfully executing Steal and Despoil commensurate with Treasure Hunter.
    Adding a new ability that intimidates an enemy in proportion to the number of members in the party.


    Paladin

    Vision
    Paragons of virtue who never hesitate to step in and defend their friends in a fight, nor to take the brunt of enemy attacks while wearing the heaviest armor imaginable.

    We respect the unselfish and bold nature of the paladin, so we plan on further developing their ability to maintain control of battles and keeping others out of harm's way, if only temporarily.

    Example Adjustments
    Adding a new ability that reduces the amount of damage taken by a party member for one hit.
    Adding a new ability that slows enmity reduction.


    Dark Knight

    Vision
    Purveyors of pain who can inflict crippling amounts of damage upon enemies while hardly breaking a sweat...at a cost that not many are willing to pay.

    We intend to give dark knights a change of pace and introduce abilities that allow them to sacrifice something other than HP or MP to tap into veins of unrivaled strength.

    Example Adjustments
    A new ability that sacrifices TP gain to make attacks more powerful.
    A new ability that raises the amount of damage the dark knight takes, but also raises the amount of magic and elemental weapon skill damage it deals.


    Beastmaster

    Vision
    Charmers (not necessarily the kind that would buy you a drink at the local tavern) and masters of animal communication that tame feral beasts and call them forth as pets to aid in combat and provide support to their allies.

    We plan to broaden the range of monsters that beastmasters can coax into becoming their pets. Furthermore, we'd like to see beastmasters shed their reputation as lone wolves by endowing their pets with more abilities that provide assistance to party members.


    Example Adjustments
    A new ability to call forth pets that, like the avatars Odin and Alexander, immediately use their characteristic ability then disappear.
    Adding more pet-specific abilities.
    Revising the effects of the Familiar ability.


    Bard

    Vision
    Singing saviors who are constantly called upon to rouse a party to action with a marching tune, fortify a friend by playing an operetta, and countless other forms of succor.

    While bards already possess a remarkable repertoire when it comes to enhancing and enfeebling, we want to expand their musical horizons into new genres that affect categories such as magic defense.

    Example Adjustments
    Adding a new song that reduces enemy magic defense.
    Revising enemy resistance to Foe Requiem.
    Adding a new ability that increases the effectiveness of the next song sung.


    Ranger

    Vision
    Hunters who use the wisdom they gain from tracking Vana'dielian beasts to deliver excruciatingly painful and precise attacks from long range, yet almost never draw the target's attention away from the front lines.

    We plan to enhance rangers' ability to stay out of sight and out of the minds of their targets while rewarding their long-distance efforts.

    Example Adjustments
    Adding the effect of Subtle Blow to ranged attacks that are unleashed from a suitable distance.
    Adding an effect to ranged attacks from an enemy's side or back that reduces enmity.
    Adding an ability that increases enmity towards party members positioned between the ranger and his/her target.


    Samurai

    Vision
    Assiduous martial artists who become one with their weapons, enabling them to display flair and persistence when eviscerating those who dare challenge them.

    We aim to give samurai the opportunity to hone their weapon skill proficiency down to a science, thus allowing them to walk further down the path of constant damage dealers.

    Example Adjustments
    Adding an ability that increases accuracy and damage of weapon skills.
    Adding an ability that augments the next weapon skill used with a TP bonus.


    Ninja

    Vision
    Masters of ninjutsu who can handle both offense and defense, adjusting to the tides of battle at a moment's notice.

    We'd like to see ninjas succeed at taking the heat off other party members by drawing enemies' attention and adroitly evading their attacks or slinking around in the shadows to strike with physical attacks and elemental ninjutsu while the target is otherwise occupied.

    Example Adjustments
    New abilities that make it possible to turn aside enemy attacks and abilities.
    Adding a new ninjutsu that increases the effectiveness of one's own Store TP trait.


    Dragoon

    Vision
    Experts with the lance who can take command of any battle with their wyverns, which can either deal heaping helpings of pain or relieve their party with a reinvigorating breath.

    We aim to make jumping a more dynamic aspect of dragoons' fighting style and to have wyverns evolve into more versatile allies with the ability to enfeeble enemies.

    Example Adjustments
    Adding the effect of reducing magic resistance to certain wyvern breath attacks.
    Adding an ability that makes wyverns more difficult to KO.
    Adding an effect to Jump, High Jump, and Super Jump that reduces enmity of the player behind the dragoon.


    Summoner

    Vision
    Mystics who conjure avatars to fight by their sides, then sit back and enjoy the show while paying close attention to their MP as their minions deliver devastating blows to adversaries and provide aid to allies

    We intend to make it easier for avatars to wreak havoc upon enemies, but also emphasize how vital the act of managing the source of their magical powers is to summoners.

    Example Adjustments
    A new ability that expends an additional amount of MP to shorten the recast time for blood pacts.
    Introducing the avatars Cait Sith and Atomos.


    Blue Mage

    Vision
    Veritable shape shifters on the battlefield who adjust their tactics to fit the constantly changing nature of a conflict, thanks to their combat-hardened veteran's experience, knowledge, and quick thinking.

    We'd like to see blue mages live up to their Imperial roots and become even more versatile by adding new blue magic spells to their repertoire as well as high-level notorious monster abilities.

    Example Adjustments
    Adding new blue magic spells
    Additional HNM moves for the blue mage to learn.


    Corsair

    Vision
    Gamblers at heart who share the benefits of their dice-rolling antics with a wider audience than bards' melodies, yet place themselves in debt when they bust.

    Being a corsair is a risky profession, and we aim to keep it that way by upping the ante-extracting every conceivable onz of power from its support skills while preserving the risk that accompanies busting.

    Example Adjustments
    Allowing three phantom rolls to be in effect at the same time.
    Adding an ability that increases the effectiveness of phantom rolls.
    Revising the potency of certain rolls.


    Puppetmaster

    Vision
    Puppetmasters feel comfortable in almost any type of role thanks to their automatons, but countless hours of research is needed to create the perfect puppet to deal with various and sundry situations.

    We want to bring out the unique characteristics inherent in each automaton via creative new attachments as well as abilities that extract the potential latent in each frame.

    Example Adjustments
    Introducing an assortment of new attachments.
    Adding an ability that restores an automaton's HP.


    Dancer

    Vision
    Versatile entertainers who can both easily stand up for themselves in a brawl by trotting out sambas and steps to enfeeble their unlucky opponents, as well as stand on the front lines and invigorating their fellow party members with a dance.

    We not only want dancers to continue to star as spectacular solo artists, but to enhance their teamwork skills and perform even better in ensemble casts as well.

    Example Adjustments
    Introducing an ability that consumes TP to imbue party members with the Regain effect.
    Adding an ability that allows for a triple attack.


    Scholar

    Vision
    Students in the art of war who employ stratagems to alter the tide of battle along with elemental magic to support their allies and annihilate their foes.

    We wish for scholars to further their education in order to become absolute masters of their art, and the latter stages of their research will produce skills comparable to those of a white or black mage whose spells may take time to cast, but compensate with both the bliss and destruction they beget.

    Example Adjustments
    Adding spells which gradually reduce an enemy's TP or status enhancements.
    Adding a spell that can be cast while under the effect of Tabula Rasa.



    And these job adjustments barely scratch the surface of our ambitious plans! Expect to see the following alterations and improvements as well.


    Extras
    Additional Planned Adjustments
    Weapon skill refinements
    Adjustments to enfeebling magic
    Revisions to job-specific merit point enhancement attributes.

    Examine the quote above and give the Dev-Team a letter-grade from A to F on their performance thus far. Explain why and state what you think they should do to improve upon the manifesto. You can grade each job and it's progess individually if you like.

    Be as clear as possible and try not to write a wall of text so that the community team can better direct your posts to the dev-team.

    As a bonus, type your vision of your favorite job(s) if you don't agree with what was laid out in the manifesto.
    (5)

  2. #2
    Player Phogg's Avatar
    Join Date
    Dec 2011
    Posts
    171
    Considering there is no longer any legitimate reason to use half of the BSTs JA's including charm (making 2/3 of their "vision" B.S. from the start), and that the only new concept is an idiotic idea for a one-hour-two-hour (lose pet, get stonekin, lolwut?) that left almost everyone in disbelief at its seemingly thoughtless conception, F.
    (4)

  3. #3
    Player Luvbunny's Avatar
    Join Date
    Mar 2011
    Posts
    1,395
    Character
    Luvbunny
    World
    Bahamut
    Main Class
    SMN Lv 99
    Grade is F for big FAT FAILURE. Very little that was proposed even see the light of day, it's like over a year, and still no fruition. Bad planning, no vision, and absolutely have no idea on how the game is played by the players. Seems to be stuck in their own little world. Completely clueless in utilizing forums, and pretty much wasted valuable insight and feedback from players. A big waste of resources trying to save a spectacular massive failure that is 14 while doing their best in killing the one golden goose that kept the company profitable.
    (16)

  4. #4
    Player Dragonlord's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria/Leviathan
    Posts
    206
    Character
    Dragonlord
    World
    Leviathan
    Main Class
    BLU Lv 99
    I completely forgot this manifesto even existed. Which gives credence to the fact the SE has failed to deliver a large majority of what was discussed. Many things we've been suggesting on the job forums are close to what they even stated, yet we were still given flat out "no"s about most of them.

    Dragoon: The wyvern is worthless. it does horrendous damage, and its breaths get nerfed to the floor on HNMs. This job lacks a strong WS. The attack penalty on drakesbane makes it fall short on high level targets. We should be using our wyvern and jumps to increase damage output and adjust our fighting style away from other melee's. Separating the new jumps and increasing the time of the 2 good jumps actually harms us. Reduce jump timers significantly, or erase JA delay from the game code. At this point using JAs actually harms our total damage sometimes because of the levels of haste we can acheive.

    Puppetmaster: We got some more attachments and upgraded AI. Yet we're still held back by maneuver timing. The 10 second delay is unnecessary. In addition, pup dmg output is gimped by having to use the maneuvers and their JA delay. PUP is suppose to be good in many roles, yet it does each role so poorly no one wants it for anything.

    Summoner: Their melee damage is pathetic. Decrease the delay and increase their per hit damage. The lack of large amount of haste from buffs allow DD jobs to remain far above what avatars could put out.

    Paladin: They can't reduce damage unless they're the only character on the mob. Enmity system is broken. PLD needs a way to reduce others' damage without having the most hate.

    Blue Mage: We're very versatile, but it takes us ~2 minutes to change our role due to the magic cooldown. Maybe change this so the delay time is directly proportionate the the number of spells we change, so we're not waiting 1 minute to switch out for 1 different utility spell. Unbridled wisdom is unnecessary. Most of the spells are worthless and haev no business being on a 5 minute shared timer. These should be tide-turning spells, things that are so good we have to think about which one is most beneficial in a situation. Currently, its bilgestorm for defense down, or bloodrake for some dmg/hp. Stop having HNMs resist breath damage to the ground. The mp/dmg ratio is already horrendous on them (except wind breath which is hindered by time/dmg)
    (6)

  5. #5
    Player Rekin's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    128
    In regards to Dragoon: C-
    Defense: C
    They've done well to improve the job defensively by raising its skill caps in parry and evasion and some other lines but it does not help in stopping aoe-death like attacks that sweep any melee not invincible to dust. They've delivered on helping our wyvern survive but raising its health and adding the PDT passive found on Summoner's avatars. Yet the wyvern itself is not as nearly as useful as player's would like it. On any HNMs, the meat of endgame, wyverns only are helpful by proxy as they grant a buff to spirit/soul jump. But even with these bonuses dragoons are more often than not forced to leave the front lines or allow their wyvern to die in order to attempt to keep up with other 2handed damage dealers.
    Offense:
    The biggest problem dragoon faces is the fact it suffers greater liability than any other 2handed damage dealer in order to function. The wyvern doesn't do much on its own to the point where it might not as well exist because it's melee attacks deal maybe 50 damage, maybe being the key word. The wyvern's breath also does nearly no damage, perhaps the equal to one melee swing from the dragoon. For a creature that is meant to make up for dragoon's weaker attack and wses compared to other 2handers it does a poor job of it. Even our merited ability, Angon is rendered worthless as the defense down accounts for little when melees are capping their fSTR in many situations. Even worst any dragoon with Gungnir are discouraged to use it as Gungnir's additional effect overwrites it even though it is less potent. The new SP effect while it sounds promising only helps staunch the problem that is Dragoon's inability to deal damage in high buff situations when compared to others. As the devs have recognized the system's JA delay causes it to be less then one would imagine and the new proposed idea to split Jump timers ultimately hurts the job showing the short sightedness of the suggestion as it doesn't consider the job as a whole.

    Certainly Dragoon has received a lot of attention over the year but ultimately has not yet earned a place in the alliance of any of those who seek to maximize their probably of victory in endgame events leading the job to be left to the side lines with many other jobs.
    (4)
    Last edited by Rekin; 11-14-2012 at 08:02 AM.
    It doesn't take much to know when someone is special. After 5 minutes if the person is alive and well you have a keeper, if they are dead and obnoxious then toss em like two day old leftovers.

  6. #6
    Player Luvbunny's Avatar
    Join Date
    Mar 2011
    Posts
    1,395
    Character
    Luvbunny
    World
    Bahamut
    Main Class
    SMN Lv 99
    The best fix for wvyern is to have a stout servant 3 on it so they take very little damage. Increase their damage output, and make it so that they resist magic AOE by 90%. I mean let's face it, the little pet is adding very little to the job anyway, either make it somewhat useful and not die every 2 mnts or revamp the job completely. This is classic example of the developer still trapped in pre-abyssea world of lvl 75, completely clueless on how real people play their game, and utterly oblivious on how the end game works.
    (1)

  7. #7
    Player Lokithor's Avatar
    Join Date
    Mar 2011
    Posts
    202
    Character
    Lokithor
    World
    Shiva
    Main Class
    THF Lv 99
    Thf vision is a failure and execution of that failed vision is also (maybe thankfully) a failure. There is no value to manipulate enmity when enmity is so broken now. Steal and despoil are complete jokes because mobs have nothing of value to steal. Treasure hunter seems to be the only role that SE thinks Thf is useful for, as shown in their recent announcement about how TH progression works and their expectation that Thf full time gimp gear that gives TH+.

    Seriously thinking it's time to move on.
    (5)

  8. #8
    Player MarkovChain's Avatar
    Join Date
    Mar 2011
    Location
    Windy
    Posts
    1,424
    Character
    Pimpchan
    World
    Quetzalcoatl
    Main Class
    MNK Lv 99
    vanadiel census. Job that suck last, aka those that urgely need ajustement.
    DD ranking (from census)

    1 Monk 18%
    2 Warrior 16.23%

    a DD that's not very good but used a lot due to TH
    *******************************
    3 Thief 13%
    *******************************
    DD that suck and urgely needed ajustements
    **********************************
    4 Ninja 9.62%
    5 Beastmaster 7.25%
    6 Samurai 7.1%
    7 Dark Knight 6.8%
    8 Ranger 6.63%
    9 Dragoon 6.1%
    10 Blue Mage 5.72%
    11 Puppetmaster 3.72%
    ***********************************

    Do we have the impression that those DD have been made less gimp ? I think only drk doesn't completely suck now thanks to resolution and relic, however they still put out less damage than war and monk, and sacrifice a lot to achieve this (souleater, subjob). However all other DD except those 4 (MNK,WAR,DRK,THF) are completely useless, and totally suck, there is no reason to use them ever basically. I mean look at SAM or DRG, if you math out you find that their mythic is good/awesome yet when you consider that they do 40% more damage that their relic couterpart, you realise how unbalanced the DD are.
    (0)
    Last edited by MarkovChain; 11-15-2012 at 02:05 AM.

    Ultimate DPS simulator
    https://docs.google.com/file/d/0B7wbcilaHsTecldhZm94a1gtZnM/edit

  9. #9
    Player Dragonlord's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria/Leviathan
    Posts
    206
    Character
    Dragonlord
    World
    Leviathan
    Main Class
    BLU Lv 99
    Just because a job isn't popular doesn't mean its not a good damage dealer. You have to consider barriers to entry for each job. Blu and Pup can do more damage than given credit for (up until legion level opponents), but they're 2 of the hardest jobs to start up due to farming spells/buying attachments, and a steeper learning curve. Nin's popularity was most likely more akin to its ability to red proc and solo in abyssea.

    Drk is one of the best DDs currently, so idk why you think they need urgent adjustments, people just don't like the job as much. Sam is also in fair standing. Its not a ragnarok war, but its above drg and probably mnk on most targets.
    (5)

  10. #10
    Player Phogg's Avatar
    Join Date
    Dec 2011
    Posts
    171
    Also would like to add to my F rating that BST keeps getting new pets right? Only, why is SE so ridiculous with their implementation of the new pets?

    Want an uncapped aquan pet? Here's a pugil! Good luck getting any though, considering you have to get a fish no one goes after since they changed hippograph recipe which was also ridiculous. Oh, and you can't just use that fish, you have to get lucky getting an entirely different fish from Inside the belly.

    Amazingly, only 5 of the required fish have sold on Phoenix since august, who would have thought? Why, that's enough to supply the entire server with 20 whole pets! (assuming none are broken synths, which we all know won't happen).

    Apparently the plan for BST is to give up the use of charm entirely, and replace that with fishing skill. wtf
    (17)

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