Here are ideas from the parallel ffxiah thread. Some are mine, some are not. I agree with some, and not with others. I'll keep my comments (non-bolded text) to a minimum.
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Minuet: Attack % instead of Attack+ -- In a stacked situation (bard + geo + cor [and melee having berserk]), bard's buffs being static is nice. When you're chosing one offensive buffer (6 man content, percentage buffs, in a vacuum, are superior)
Madrigal/Prelude: Combine into one song, otherwise is fine
March: Give flurry effect
Etudes: Combine T1/T2 into 1 song to make it roughly as potent as Dunna Indi-Stat buffs.
Mambo: Add M. Eva effect
Minne: Add M. Def effect
Add: Songs that have more unique effects, like COR rolls (although not necessarily the same effect as COR rolls to avoid overlap)
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Change Marcato to last for x amount of seconds rather than 1 song would be a massive improvement
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A buff that reduced the duration of all enfeebles by X% (except doom!), not including auras.
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1) Make Madrigal affect Ranged Accuracy too
2) Use Preludes for a different purpose (that way we can get another buff without Devs having to find space for another song). Purpose could be anything really, possibly something magey. Doesn't have to be OP
3) Buff Etudes and especially buff Threnodies
4) Do something to make the whole mechanism of dispel less of a trouble for BRDs, especially RMEAs ones who have to go through the effort of doing "fakes" every time someone gets dispelled (or dies, etc)
5) Make so Buffs disappear when you pop a Geas Fete NM (or an Unity NM). This isn't a direct fix to BRD, but I think it could provide a small incentive into bringing BRDs inside the alliances and not just as prebuff dualboxed toons
6) We handled Threnodies above, but having another useful debuff to cast on targets would be very welcome. Nocturne II? Or something else completely.
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Soul Voice should make affected songs undispellable.
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Soldier's Rhapsody
Greatly enhances resistance to dispel and absorption for all buffs.
Bard's Rhapsody
Grants immunity to dispel and absorption for bard songs.
Or maybe just more resistance?
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Turn all of the +song duration gear into a new stat, called whatever musical reference you like - let's call it "Harmony" for now.
Step two: give BRD dual hasso/seigan like modes:
- One that uses Harmony as song duration+, like currently exists, so current tactics aren't disrupted
- One that uses Harmony as song potency/accuracy, but allowing no extensions on time (120 seconds, period)
This lets current mule BRDs still work as expected, so people who have built mules with harps/carns/etc don't lose all that effort, while still allowing people who want to play BRD on their main have a chance to do so.
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Minuet's, paeon, etude's, minne and mambo: Percentage based buffs.
Status resist songs merged into one buff.
Merge preludes and madrigal into one buff.
Minne: add PDT/cure taken increase
Mambo: add shield block/parry rate
Carols: add MDT/MDB
Paeon: Add max health increase(% based)
Ballads: Add fast cast
Status resist songs: add Magic evasion
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Give it access to better DD gear
It has access to some great daggers, gear to back it up might be nice. GEO is the nuking buffer, COR the ranged buffer, offensive gear for Bard (and RDM =P) would make it the melee buffer(s).
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songs scaling better with skill would be cool
also make it so that brd enfeebles cant be resisted.
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make it possible to mb with requiem and give it helix2-like damage.
I don't think this person means Helix II-level damage, just that Helix does initial damage and matches that with damage over time.
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The best answer in the buffs-wearing-at-pop debate would be to dispel the buffs if the owner of the buffs is no longer in alli
This change alone, if nothing else was buffed, would hurt bard more than it helped in a lot of content.
Bard--of all R/M/E/A/JSE levels--needs a buff to it's offensive power, among any other buffs.
There was also some debate about HP scaling and the value of dropping one person.
Certain mobs, due to mechanics, (WoC Benediction, even Charm / Kirin's Terror / Mandragora's absorption / etc), a small amount of HP can mean more than a fight extended by a few seconds. It can mean everything is turned upside down. Past a certain point (limit of useful buffs, monsters building temporary resistance to nukes), adding more people only hurts you.
The same is true for melee in any case where melee are skillchaining, but not true in large melee-zergs.
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Also SE: If you disagree, please just explain why in detail. In the mind of players, the ones that use these jobs every day, Bard and GEO do not serve different roles.