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(in the case where you fall into more than one of these categories, you are still capped at a maximum of a single "hello!" Balance!)
Unlike other front-line jobs, Puppetmaster, Dancer and Rune Fencer have a focus on the repeated use of short-recast job abilities in order to maintain their intended function. Unfortunately, this becomes detrimental because of the forced delays incurred with using a job ability. To a lesser extent, dragoons are also affected so I will also address that in this thread.
There are two categories of delay:
1.) A hard delay during which no other abilities or melee attacks can be performed (1 second) - (this delay is probably fair)
2.) A soft delay in which you may execute another job ability but you cannot perform a melee attack (1 second) - (this is the one that is the major problem)
In all cases I propose the removal of the second category of delay (soft delay) from certain job abilities that are designed to be repeatedly used by these jobs (but not the first category, the hard delay) . In certain cases I provide additional suggestions based on the nature of these job abilities and suggest two new job abilities designed to alleviate the delay woes these jobs would still experience in high-haste situations where job ability forced delay is more pronounced.
On Puppetmaster:
Suggestions
- Remove the forced soft delay from the following job abilities: Maneuvers
- Increase the maximum effect duration from the following job abilities: Maneuvers (1 minute --> 3 minutes)
- Add a new job ability that will force the next maneuver to apply three stages of the maneuver at once. Here is my suggestion:
Risky Routine: (Recast: 5 minutes) Your next maneuver will apply three maneuver effects instead of one, but the burden on your Automaton will be drastic.
Notes: It would be very easy to overload an automaton using this ability, but it would allow the Puppetmaster to quickly maximize an aspect of the Automaton for a time.
On Dancer:
Suggestions
- Remove the forced soft delay from the following job abilities: Steps
- Allow appropriate job-ability specific gear/enhancements to allow the following job abilities to surpass the melee accuracy cap: Steps (appropriate gear being gear that "Increases "Steps" accuracy")
- The forced delay on Presto, Sambas, Waltzes, and Flourishes is probably a fair trade-off for their effects but opinions will differ on this.
- Add a new job ability that will force the next step to inflict the maximum level of daze. Here is my suggestion:
Grand Jeté: (Recast: 3 minutes) Your next step will increase the daze to the maximum level but the TP cost will be tripled and will not grant finishing moves.
Note: Grand Jeté would not grant a bonus to step accuracy like Presto does. This ability is designed to allow a Dancer to contribute the maximum enfeebling effect for fast situations.
On Rune Fencer:
Suggestions
- Remove the forced soft delay from the following job abilities: Rune Enchantments
On Dragoon:
Suggestions
- Remove the forced soft delay from the following job abilities: Jump, High Jump, Spirit Jump, Super Jump, Soul Jump
These changes would remove the unfair hindrances that these classes experience based on their design. I have been relatively conservative with these suggestions.



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