Page 1 of 9 1 2 3 ... LastLast
Results 1 to 10 of 81
  1. #1
    Player
    PlumpyMcduff's Avatar
    Join Date
    Mar 2015
    Posts
    222
    Character
    Plumpy Mcduff
    World
    Coeurl
    Main Class
    Marauder Lv 50

    3.05 Job Balance Request Megathread

    It's been stated that 3.05 will be a big balance sweep, so please submit all your balance requests here with stated reasons... list the Job as a header in Bold, please feel free to use my format for uniformity if you wish

    Disclaimer: it goes without saying that some number balancing may be in order in lieu of adjustments


    GAMEPLAY


    MACHINIST

    Blank - remove potency

    Reason: less incentive to utilize it to enhance DPS (healthier gameplay, less frustration)

    Gauss Barrel/Wanderer's Minuet - recast time down to 10s & even quicker activation/deactivation response

    Reason: I know the intent isn't to allow frequent 'stance dancing' but 15s feels overly long; more dynamic/enjoyable gameplay; even after improvement, still feels too clunky to toggle on/off

    Hot Shot - change to "Ability"

    Reason: so it no longer consumes Ammo, we have enough potential for 'wasted ammunition' (no free proc) already between Clean Shot/Lead Shot & our Job is already crippled enough by the slightest of mistakes; this wouldn't hurt

    Reload - reduce cool down to 45 seconds

    Reason: helps to smooth out those dry periods where the unlucky ones get 6+ missed procs & promotes more enjoyable/rewarding gameplay; also lines every other Reload up with Wildfire, far cleaner gameplay

    Split Shot/Slug Shot/Clean Shot - increase potencies from 140/100/100 to 160/100/100; increase bonus (proc) potencies from n.a./180/200 to n.a./200/240

    Reason: helps to make up for the lost potency from Blank, further rewards effective ammo-usage, & makes Cleaner Shot more impactful (a huge plus for pulling off an ammo'd finisher!); also injects a little more power into Split Shot's with no proc so they feel less disappointing

    Promotion - redesigned; split into two abilities, "Jolt" & "Surge"
    • JOLT: Disables a turret's attack mode. Turret will instead create a 20-yalm radius TP regeneration field. Caster MP is slowly drained while active. Cannot be combined with Surge. Attack mode is reactivated upon reuse. Hypercharge Effect: Regeneration potency is doubled

    • SURGE: Disables a turret's attack mode. Turret will instead create a 20-yalm radius MP regeneration field. Caster MP is slowly drained while active. Cannot be combined with Jolt. Attack mode is reactivated upon reuse. Hypercharge Effect: Regeneration potency is doubled

    Reason: it's counter-intuitive to disallow the use of MCH's TP regeneration mechanic while utilizing it's Bishop Autoturret for AOE (MCH chugs a lot of TP while using its AOE abilities). Conversely, it doesn't make a lot of sense to disallow the use of MCH's MP renegeration mechanic while utilizing Rook Autoturret

    Suppressive Fire - increase range to 10y

    Reason: nice, 'low cost' improvement; I feel it's deserving


    MONK

    Perfect Balance - activate the proper form from last weaponskill used upon expiration

    Reason: has always felt incredibly clunky/unintuitive to force a form-drop


    NINJA

    Trick Attack - effect still triggered when positional not met

    Reason: it's far too punishing to negate the effect when the positional isn't met


    ANIMATIONS


    MACHINIST
    • Gauss Barrel Attachment Recolors
    ...at minimum, the Gauss Barrel attachment's color/tip should match that of the weapon equipped. Beyond that, certain weapons should have unique GB attachment designs.
    • Gauss Round Animation Buff
    ...could use some extra flash to it... maybe make it like a plasma bolt or something?
    • Heartbreak Animation Buff
    ...execution abilities should look awesome... this looks like nothing; maybe a crosshair pops up over the victim's head & a sharp, tracer bolt passes through ("BOOM, HEADSHOT!")
    • Kneeling Gauss Barrel Animation
    ...thought it'd be some sort of "hunker down" or snipe stance but we just stand there. The attachment is neat-o but this simple change would really boost the animation IMHO
    • LB3 Satellite Beam Animation Buff
    ...the shot feels very pewny... could be beefed up a bit (thicker beam, less time spent on tilting the droid/more time on hyper-beam effect)
    • Wildfire Animation Buff
    ...would be incredibly awesome for it to have some kind of kindling effect & an ensuing combustion of some sort... would help with MCH's underwhelming visuals overall


    MONK

    Forbidden Chakra - add a persistent "super saiyan" that grows at 1/3/5 stacks

    Reason: awesome doesn't need a reason


    NINJA

    Stealth - default to weapon's unsheathed

    Reason: it looks silly to have the Ninja's Stealth animation default to a slow walk... makes more sense to default it to a creeping stance with the option to sheath weapons thereafter
    (1)
    Last edited by PlumpyMcduff; 07-19-2015 at 06:22 AM.

  2. #2
    Player
    Ephier's Avatar
    Join Date
    Sep 2013
    Posts
    781
    Character
    Ephier Samoht
    World
    Ultros
    Main Class
    Machinist Lv 70
    Reload*. I was like wtf is recall. I actually went through my skills to see if there was something I hadn't seen.
    (1)

  3. #3
    Player
    Sevyn's Avatar
    Join Date
    Sep 2013
    Posts
    201
    Character
    Sevyn Ishimael
    World
    Adamantoise
    Main Class
    Machinist Lv 60
    MACHINIST

    Dismantle/Mind Rend - Either make it so they don't share cooldown or buff the amount that it reduces damage dealt from 5% to 10%? Would be okay with somewhere inbetween too.

    Reason: Seems worthless with current content? It may be a hidden god-like skill but currently with the long CD and it having a shared CD for 2 skills seems really...meh for the amount it seems to reduce (I tried this several times on "big hits" and doesn't seem to have any kind of noticeable effect.

    Promotion - Slightly increase the amount of TP/mana regained (without hypercharge)

    Reason: Currently the amount if TP/MP it gives is pretty laughable without hypercharge, could use a SLIGHT increase considering we lose a large amount of dps while it's running.

    Plumpy mentioned reload so I won't repeat the same thing and I agree with Blank too, no reason for it to do damage at all. I hate feeling obligated to run to melee or stand in melee to use this.
    (1)

  4. #4
    Player
    SovereignAegis's Avatar
    Join Date
    May 2015
    Posts
    468
    Character
    Cole Evyx
    World
    Gilgamesh
    Main Class
    Scholar Lv 90
    For MCH you're focused on the things that concern me least of all.

    At present the MCH's DPS is alright when played properly. For me it's the fact that their debuffing/status effects are WEAK WEAK WEAK WEAK WEAK WEAK WEAK.

    WEAK. Let me repeat that, HORRIFYInGLY WEaK.

    For a utility class meant to bring debuffing/crowd control we absolutely do not.


    Turret overcharge:

    And super situational. Like you're trading A LOT off for the 5% (only 5%) physical OR magical (NOT BOTH) increased damage a target takes. Too specific, too low of a number AND it costs you MP/TP doubled effect. It costs TOO MUCH for too trivial of an effect. Either you hold onto it to prevent a raid wipe from healers going OOM and lose DPS OR you risk not having that emergency for your healers (say they die, they res with horribly low MP) at the cost of a trivial and negligible 5% PHYSICAL ORRRRRRR MAGICAL damage increase.

    It is too low, too situational, too tied to other abilities to be considered good.


    Ninja gets a 60s cooldown 10s debuff from trick attack which raises damage taken by the target by 10%.
    *Lower cooldown, ALSO NOT TIED TO ANYTHING ELSE... Oh other than a 400 EFFING BLOODY POTENCY ATTACK, more damage taken AND ALL DAMAGE TAKEN NOT JUST A SPECIFIC TYPE.
    Dragoon's piercing damage buff
    Bard's ON DEMAND and easily maintained foes requiem has DOUBLE potency and lasts for a ridiculously long amount of time and is AOE and affects all targets around. No real cooldown, on demand, on demand duration. Bard's fart FIRE on MCH in this department.
    List goes on and on.
    Warriors even get a slashing resistance debuff increasing slash damage by 10%. EVEN TANKS DO MORE.



    Rendmind/Dismantle, the two parody skills of the game.

    Rend mind and dismantle are another magnificent case of this. They are tied together, with stupidly high cooldown times with low duration with 5% (LOW) effect and share cooldown timers. They are probably right up there on the two most useless skills in this entire game at present. Use them? Yes, may as well. But no one gives a single flying hoot if you use it or not.

    "OMG BOSS IS CHARGING UP HIS LAZOR BETTER REDUCE HIS MAGIC DAMAGE BY 5%" Incoming 100k explosion. WOW THAT 5k MIGATION REALLY HELPED GUYS. (Not.)

    Let me put it into perspective, monks can spam and keep a magic-damage reduction buff on a target by 10% nonstop.
    SMN/SCH get supervirus which is a flat out 15%... Okay they are oriented around damage migration- that's cool. I get it there.
    DRK get a 10% ALL DAMAGE debuff that they can maintain very frequently... kind of... irritating.
    List goes on and on.


    Silence / Stun:

    Also as a CC/debfufer class I find it almost paradoxical that their stun and silence are tied together. Why? WHY?

    WHYYYYYYYYYY???????????????????? Why is MCH plagued with so many weak/negligible effects that are tied together and so heavily restrained that they may as well not be there. Like being upfront most MCH I know, as well as myself, use silentshot for the 100 potency NOT the silence. There is the rare situation where I do hold it for some mind bogglingly obvious mechanic but that's, obviously, rare.


    Hotshot (Aka hotpoop)

    Also hotshot... 5% is absolutely stupid for an ability to give as bonus damage. Dragoon's adds 15% damage. FIFTEEN. 3x as much, and dragoons have higher potencies by far and higher weapon damage. It's absurd. Hotshot should be at least 10%.


    QOL
    :
    Make it so that using hotshot, lead, etc doesn't eat ammo. Make it so that slug shot and split shot do... but don't make us lose ammo for trying to keep our (PATHETICALLY WEAK BTW) 5% damage buff up. Lol 5%.
    (3)
    Last edited by SovereignAegis; 07-15-2015 at 02:23 AM.

  5. #5
    Player
    Sleigh's Avatar
    Join Date
    Sep 2013
    Posts
    1,563
    Character
    Philia Felice
    World
    Gilgamesh
    Main Class
    Thaumaturge Lv 70
    A very small one, more a QoL thing than anything:

    DRG: Increase the radius on Battle Litany. It's 15y, and while it's quite decent, I've seen it time and time again where the ranged (including healers, when this is one of the few raid buffs that impact them!) get missed, sometimes at the start of the fight, sometimes when Litany comes back off CD. I think increasing the range to 20y, like Medica II, would be a very convenient buff without actually changing the balance of the class.
    (8)
    Last edited by Sleigh; 07-15-2015 at 01:36 PM.

  6. #6
    Player
    Hadeed's Avatar
    Join Date
    Mar 2011
    Posts
    45
    Character
    Hadeed Alfreeh
    World
    Lich
    Main Class
    Pugilist Lv 50
    better proc visual effects for easier times to spot them without looking into the action bar , my eyes hurts when i play ! or separate the sound that procs from other sound effects to make its more clear to ears !!!

    Wild Fire was an amazing ability in FF11 and the visual was so cool , need that in here too ! enhancing it plz !!!

    https://www.youtube.com/watch?v=lr_6dLb6x5A
    (3)
    Last edited by Hadeed; 07-15-2015 at 02:43 AM.

  7. #7
    Player
    Rafaelhades's Avatar
    Join Date
    Jul 2015
    Posts
    68
    Character
    Ra'fael Sohlo
    World
    Sargatanas
    Main Class
    Machinist Lv 60
    Quote Originally Posted by Sevyn View Post
    MACHINIST

    Promotion - Slightly increase the amount of TP/mana regained (without hypercharge)

    Reason: Currently the amount if TP/MP it gives is pretty laughable without hypercharge, could use a SLIGHT increase considering we lose a large amount of dps while it's running.
    I was always under the impression that non-Hypercharged MP battery gave the same amount per tick as ballad (30pot). Which means it's just as effective outside of being able to move it. But with proper placement and situational awareness, it provides the same support as a BRD. Hyper'd Turret gives the same as BV'd Ballad.

    Edit: 30 Potency* not MP
    (0)
    Last edited by Rafaelhades; 07-15-2015 at 03:24 AM.

  8. #8
    Player
    Dervy's Avatar
    Join Date
    Aug 2013
    Posts
    1,537
    Character
    Dervy Yakimi
    World
    Ragnarok
    Main Class
    Lancer Lv 80
    This is more of a change that most people would never understand why, but I'd want BOTDs buff duration to happen 1s - 1.15s AFTER BOTD activation, rather than instantly like it currently is (I believe it's instant...) and make sure to keep WT/FC instantly affect BOTD.

    This is such a huge QOL change for a Dragoon...
    (4)

  9. #9
    Player
    LunarEmerald's Avatar
    Join Date
    Aug 2013
    Posts
    1,851
    Character
    Lunar Emerald
    World
    Leviathan
    Main Class
    Reaper Lv 90
    Quote Originally Posted by Rafaelhades View Post
    I was always under the impression that non-Hypercharged MP battery gave the same amount per tick as ballad (30MP). Which means it's just as effective outside of being able to move it. But with proper placement and situational awareness, it provides the same support as a BRD. Hyper'd Turret gives the same as BV'd Ballad.
    It does. I've personally tested this.

    Promoted Bishop: 265 MP per tick
    Mage's Ballad: 265 MP per tick

    Hypercharged Promoted Bishop: 530 MP per tick
    Battle Voiced Mage's Ballad: 530 MP per tick
    (0)

  10. #10
    Player
    Sekundessounet's Avatar
    Join Date
    Jul 2015
    Location
    Gridania
    Posts
    224
    Character
    Sekundes Dullahan
    World
    Moogle
    Main Class
    Dragoon Lv 100
    Concerning Blood of the Dragon, it would be nice if the +15 s of WT/FaC could proc when you activate the GCD, rather than at the end of the animation. Having your skill cancelled in the middle of the animation can be quite frustrating ><
    (2)

Page 1 of 9 1 2 3 ... LastLast