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View Full Version : Suggestion for Job Specific AoE Traits



Rekin
11-24-2012, 02:48 PM
Stealing part of an idea from Ryx on his post http://forum.square-enix.com/ffxi/threads/28814-Dragoon-Job-trait-suggestion-Incisiveness and part of the core game play shown in Final Fantasy XIII. I'd like to suggest party wide job traits that effect all members within a party up to a range of 40 yalms. These traits would be specific for each job and doesn't need to be limited to only effecting party members. These traits should stack for every member present but at the penalty that each additional stack has reduced returns.

For example:
Warrior: Increased physical damage dealt to enemies by party members. (8% increase for 1 warrior with an additional +3% for second and third in party and only 1% increase for a 4 to 6th)
Monk: Reduces tactical points given to enemies through melee attacks.
White Mage: Increased potency of curative spells for party members. (5% at 1, 15% at 6)
Black Mage: Increased potency of Elemental spells for party members. (5% at 1, 15% at 6)
Red Mage: Reduced recast/cast time of spells for party members. (5% at 1, 15% at 6)
Summoner: Reduced MP used by party members. (5% at 1, 12% at 6)
Dancer: Decrease job ability recast timers. (5% at 1 with a min cap of 5 seconds going towards 15% with 6 with a min cap of 10)
Paladin: Reduces damage taken by allies. (10% at 1 tailing off to 20% at 6)
Dragoon: Party members ignore percentage of enemy defense per melee swing by the dragoon up to 5 stacks. (1 hit= 3% to a max of 15% at 5) Debuff duration is 30seconds until another melee hit is dealt.
Samurai: Increases TP gain on weapon skills. (5 tp at 1 sam, tailing off to 20 tp with 6)
etc.

These are just examples of what could be added.

The goal for adding such traits is to encourage diversity in jobs at events without forcing them to be shoehorned in for thing such as staggers thus allowing the job to play it's role.

I also realize that introducing such abilities in the game's current state could prove to be overpowered thus I ask this: Please consider revamping or nerfing some jobs and content to such a level that it would be a positive boon to consider alternative set ups for events.
This might not be a popular idea considering the game's current meta but perhaps if implemented players would no longer be forced into certain jobs when attempting endgame events. As it stands now any endgame event made after Voidwatch only allows roughly 7 of all the jobs to participate as any others are too underpowered or "useless" to be considered by the player base.

Damane
11-24-2012, 03:01 PM
um you know there is corsair for most of those things above right?

I dont like your Idea at all, while it sounds fun, you have for most of those buffs one job that can buff your party its called Corsair. And no more Job nerfs, for the sake of it... People should stop crying about blablabla job too weak.

Different Jobs excell at different things. Some excell on Solo content more and other excell at stuff where specialization and a large group is needed, deal with it and use that button in your moghouse that has "Job Change" written on it.

Meyi
11-24-2012, 05:33 PM
I like the idea. I think Square Enix could definitely come up with some interesting AoE effects. They could even be bizarre combinations, like BLM giving Evasion + bonus and WAR MAB+ bonus, so as to promote diversity. :)

Or there could be job combinations that unlock special AoEs (like a Paladin plus a White Mage could result in Auto Regen or stronger potency for cures).

Xantavia
11-24-2012, 05:54 PM
I could see using something like this for people to use to define their "main" job. Treat it like a sphere effect, doesn't affect the player, and same effects don't stack.

Rekin
11-24-2012, 06:52 PM
um you know there is corsair for most of those things above right?

I dont like your Idea at all, while it sounds fun, you have for most of those buffs one job that can buff your party its called Corsair. And no more Job nerfs, for the sake of it... People should stop crying about blablabla job too weak.

Different Jobs excell at different things. Some excell on Solo content more and other excell at stuff where specialization and a large group is needed, deal with it and use that button in your moghouse that has "Job Change" written on it.

1 job shouldn't be the justification of sticking to an age old design that is showing it's flaws when it comes to job diversity in a game that boasts about job diversity. Especially when that job can only do a few buffs at a time. What I am trying to encourage is a new kind of cooperation through synergy of job combinations. Hell maybe the synergy might still support some of the current meta but encourages at least 2-3 more jobs to be used.

As I've typed before I'll type again: A job's ability to solo content that isn't the game's endgame shouldn't be the cause the job to be gimped when doing group endgame events. IE. Bst soloing in Dyna shouldn't be a good justification for why it sucks in everything else.

Caketime
11-25-2012, 12:35 AM
BST - Reduces XP gain for all party/alliance members in area of effect. The trait's called Ginger Curse if you're wondering.