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Thread: Job balancing?

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  1. #1
    Player CrAZYVIC's Avatar
    Join Date
    Jun 2011
    Posts
    168
    Character
    Crazyvic
    World
    Asura
    Main Class
    SAM Lv 99
    Im Bored at the Job So... For balance jobs i think Square need start with Minor Buffs then Move to High Buffs

    Nerfing its never the Way to go. I could do something like this if will be Ultimate Udate. Based on this Buffs, create the New Ambuscade, New Super Notrious NMS, New Battlefields and Add Extreme to the actual Battlefields with better Gear.

    Extreme Ambuscade ILV140 - 8 to 12 Players
    Extreme Nostalgic Old battlefields ILV140 8 to 12 Players
    Extreme Skirmish ILV140 8 to 12 Players
    Extreme Escha Hyper NM ILV140 8 to 12 players
    Extreme Vagary ILV140 8 to 12 Players
    Hyper Apex Monsters ILV140 EXP party monsters

    Using Same content just changing Stats to avoid they use lots of resources.

    BLU, THF, DNC, NIN, PUP, BST, SMN - Support DPS Type Jobs. Buffs same class dont stack.

    BLU, THF, DNC, BRD, COR, RNG, RDM Will Posses DW1 at LV10

    BLU, DNC, NIN If use /THF as Sub job will Recelve Full potency of Sneak/Trick Attack exactly like main THF.

    THF = Increase Critical Hit rate Melee/Magic 15% / Critical Refresh 5 Tick if Crit 10 Tick. Two Party Buffs Aura 20 metters. Warding Circle Will be usable THF Only Duration 5 min

    NIN = Increase Critical Hit Damage Melee/Magic 15% / Effect of Cure/Waltz Received + 10% Aura Effects 20 Metters. Ancient Circle Will be usable NIN Only Now duration 5 min

    DNC = Haste Samba Increase Double Attack Rate/Double Shot Rate 15% / Aura Regen 20 Tick 20 metters away. Arcane Circle will be usable DNC only Now Duration 5 Min

    BLU = MA ACC/Magic Attack Bonus 15% / Reduces Cost all Spells 10% Aura 20 metters area effect. Holy Circle will be usagle by BLU Only duration 5 Min

    PUP = Increase Attack/Accuracy 15% for Pet Jobs / Increase Pet Level by +2 Regen + 15 To Pets Aura 20 metters. Killer Instinct Will be Usable of PUP too Duration 5 Mins, this will affect Any Pet in the party, automaton Included

    BST = Increase Pet Double Attack Rate +15% / Increase pet LV +2 and Pet HP +15% Aura Effect. Killer Instinct Duration 5 Min.

    SMN = Increase MA ACC/ MA Attack Bonus for pets 15% / Increase Pet level +2 Aura 20 metters. Killer Instinct Duration 5 mins affects any Pet on the party. Avatars Included
    --------------------------------------------------------------------------------------------

    Heavy DPS Balance

    DRK = Weapon DMG +60, Last Resort Duration 5 Mins GCD 60 seconds, Last Resort Defense Penalty its removed, WS Damage +50% all Hits.

    DRG = Weapon DMG +60, Dragon Rage Increase attack 30% duration 5 min, WS Damage +50% All Hits. Dragon Rage will Trigger Desperate Blows 25% JA Haste

    WAR = Weapon DMG +60, Berserk Duration 5 Mins GCD 60 seconds, Berserk Defense penalty its removed, WS Damage +50% All Hits. Berserk Will trigger Desperate Blows 25% JA Haste

    SAM = Weapon DMG +60, Bushido Fury Increase attack 30% Duration 5 Min GCD 60 seconds, WS Damage +50% All Hits. Bushido Fury will trigger Desperate Blows 15% JA haste

    MNK = Weapon DMG +60, Impetus duration 5 min GCD 60 seconds, caps 25% Attack and 5% Critical hit rate, WS Damage +50% all Hits. Impetus Wil Trigger Desperate Blows 25% JA haste and Martial Arts will add 3 Accuracy Each Tier.

    RNG = Weapon DMG +60, Falcon Eye Shot increase RA attack 30% Duration 5 Min GCD 60 seconds, WS damage +50% All Hits. Falcon Eye Shot Occ Double Shot 12%

    This Jobs will use 0.90 of their Stats instead of 0.75. Max HP increase 25%
    ---------------------------------------------------------------------------------------------

    RDM = Pain Reduces Enemy Physical/Magical Defense 20%. Miasma Reduces enemy Attack/MA attack 20%. Ultra Gravity. Reduces Evasion/Magical Evasion 20%. Composture if RDM Mele Aura 20 Metters 15% Accuracy for all party Members Comp can be used DW Now. Max Amount of Debuffs x2.

    SCH = Hastega II, Refreshga II, Regenga III. Extreme Light arts increase Potency Cure spells 5%, Extreme Dark Arts, increase potency of BLM spells 5%.

    WHM = Cleric Stance Increase 25% Cure Potency II, Increase Max Mp 25%, Stoneskinaga 60 Secs Cooldown, Esunaga II.

    BLM = VIVI'S Soul. Increase 25% Nuking spells Potency II and Increase Max MP 25%.

    COR = Can Use 4 Dices and Can Stack Two times Same Dice. Having a Corsair in a Party will Increase 5% The effect of 1H Jobs Buffs-Circles included. Max Amount of Dices per party x4. Dices Will be Aura 25 Metters

    BRD = Imperial March Haste +30%, Imperial Minuet Attack/RA Attack/MA attack + 25%, Imperial Madrigal Accuracy/RA ACC/MA ACC +25%, Imperial Balad, Refresh/Regen +10 Tick. Having a BRD in a party will Increase 5% The potency of 1H buffs-Circles included. Max amount of Songs per party x4, BRD can use 4 Songs by vanilla. Songs will be Auras 25 Metters

    Having R/M/E/A LV75 at least Increase Songs duration +120 Seconds and resist Dispel +10%.

    Geo Mancer will Not receive Any Change.
    ---------------------------------------------------------------------------------------------

    Tanks

    PLD = Ultimate Shield. Reforge Aegis/O.Chain into a Single Shield Keeping Both stats 10 000 Plutons. ILV75 Aegis and ILV90 O.Chain are necessary to Reforge.

    RuneFencer = Tank Stance Increase Max Hp 50% ,Effect of Cure/Waltz Received +50% I, Damage Taken Reduction -50% I.
    (2)
    Last edited by CrAZYVIC; 05-06-2016 at 11:12 PM.

  2. #2
    Player Secondplanet's Avatar
    Join Date
    Mar 2011
    Location
    San D'Oria
    Posts
    398
    Character
    Mortificator
    World
    Asura
    Main Class
    SMN Lv 99
    Quote Originally Posted by CrAZYVIC View Post
    SMN = Increase MA ACC/ MA Attack Bonus for pets 15% / Increase Pet level +2 Aura 20 metters. Killer Instinct Duration 5 mins affects any Pet on the party. Avatars Included
    That could be a decent start but i think Avatars Favor should have a double sided effect, one for the party and a detrimental effect for the monster we're fighting so like Ifrit's double attack would give the monster attack down. Also i think they should increase avatars resistance to elemental magics that they are strong against so if you use lighting against Titan it should have a very high resistance rate since they are the personifications of the elements themselves.
    (0)

  3. #3
    Player VoiceMemo's Avatar
    Join Date
    Mar 2011
    Posts
    833
    Character
    Voicememo
    World
    Asura
    Main Class
    BRD Lv 99
    Quote Originally Posted by CrAZYVIC View Post
    BRD = Imperial March Haste +30%, Imperial Minuet Attack/RA Attack/MA attack + 25%, Imperial Madrigal Accuracy/RA ACC/MA ACC +25%, Imperial Balad, Refresh/Regen +10 Tick. Having a BRD in a party will Increase 5% The potency of 1H buffs-Circles included.
    While the percents are good, highly unlikely as for accuracy they would not combine as for Ranged ACC is prelude

    Quote Originally Posted by CrAZYVIC View Post
    Max amount of Songs per party x4
    Er, NO, what about 6 brds in 1 party, I used to love brd burn parties with 20+ songs.

    Quote Originally Posted by CrAZYVIC View Post
    BRD can use 4 Songs by vanilla. Songs will be Auras 25 Metters
    if nq brd can use 4 songs by default Emp brd should be able to use 6.

    Quote Originally Posted by CrAZYVIC View Post
    Having R/M/E/A LV75 at least Increase Songs duration +120 Seconds and resist Dispel +10%.
    This is no buff, REM + song specific gear already boosts songs by 133.2 seconds so this would be a nerf.
    (0)
    Last edited by VoiceMemo; 05-06-2016 at 11:24 PM.

  4. #4
    Player dmuller30's Avatar
    Join Date
    Feb 2016
    Posts
    103
    Character
    Kalitzo
    World
    Asura
    Main Class
    SMN Lv 99
    Quote Originally Posted by CrAZYVIC View Post
    SMN = Increase MA ACC/ MA Attack Bonus for pets 15% / Increase Pet level +2 Aura 20 metters. Killer Instinct Duration 5 mins affects any Pet on the party. Avatars Included
    .
    Although this is nice I would love a bit more for SMN. To me SMN should either be equal on both support and dps or one or the other. It's dps is a little mediocre at best and it's buffs are super dated. Maybe feeding the players stats to your pet with some modifiers to make them more balanced, and upping the cap on the pets wards would make a world of difference.
    (1)

  5. #5
    Player Fae's Avatar
    Join Date
    Mar 2015
    Posts
    76
    Character
    Flupplewolfe
    World
    Bahamut
    Main Class
    SCH Lv 99
    Quote Originally Posted by dmuller30 View Post
    Although this is nice I would love a bit more for SMN. To me SMN should either be equal on both support and dps or one or the other. It's dps is a little mediocre at best and it's buffs are super dated. Maybe feeding the players stats to your pet with some modifiers to make them more balanced, and upping the cap on the pets wards would make a world of difference.
    I play a lot of SMN and don't really favor either suggestion lol To me SMN is about making those 30 second recasts count and then they become amazing when you unleash one hours. Our wards are very lacking at the moment though. Phalanx and stoneskin effects super weak compared to player version using accession. Evasion and accuracy buffs/debuffs are not worth using compared to even what some DD can do, including shiva's high level pact for debuffing evasion. Compare Distract III of rdm to the -25 evasion Shiva gives or Feint of a THF, which maybe you could come up with some argument for. But considering you can sub rdm and give -35 evasion from tier I distract and a high level pact of Shiva gives -25 evasion seems really off to me.

    There's a lot more so I am hoping the update will really help us. In fact if I sub rdm in the 30 seconds it takes to cast one blood pact ward I can have better phalanx, better stoneskin, better evasion down, better shell effect than shining ruby and depending on my def rating better protect. Having more power from subjob vs 30 second recast pacts is not good for SMN at all. While we do have some powerful wards, like Earthen Armor, and Hastega II, they represent when wards do what they are supposed to do... be powerful party wide buffs or debuffs on the mob with long duration and long recasts. Back in the day it was awesome to see SMN keep up haste 1 and aerial armor on an entire party and keep you safe with stone skin, phalanx effect etc. Now I feel like why do I have these wards at all if /rdm subjob beats them.

    Favor is nice but you are limited in where your pet can be and what pet you can have out. If the mob isn't weak to ice, you get to stand there and do nothing the entire fight after you cast a few wards if you are asked to give MAB to a mage party. But why would they ask you when COR is far easier to gear as a support up to speed and there's a lot more of them and they can give magic acc and mab at the same time? Dream shroud depending on time of day gives you some edge but not enough to make up for an entire other roll. You could conflag strike and impact. But the mobs don't tell you when debuffs wear to reapply and while you reapply poof goes the favor and has to rebuild. SMN can do a lot but they don't let us make a choice between support and do damage and due to how favor works unless you're very luck on the mobs weaknesses you'll never really be doing both, and if you are lucky enough to have them be both, you have to make them miss favor sometimes to reapply debuffs or do damage if the mob is too far away. Even if you stack all our outdated buffs at one time, and do favor, people will prefer COR every time. And COR isn't even strictly a support it can deal heavy damage and while I agree SMN can do great damage if you unleash your one hours, the rest the time it can't keep up to other mages simply due to recast.

    Unlike BRD, GEO and BLU we also can't cap magical haste so at most we over load with indi-haste or save a bard one song. BLU it can work but if their stacking haste is dispelled it's welp. Basically there's no role SMN fill well, and if you try to do both support and damage, you miss out on avatars favor nearly totally and our old wards a lot of them sub rdm is better than them. So as it stands now people only respect SMN for three things: 1 hour ability, which just makes it sort of like a BST that has better magic burst options, and no physical AoE and Mewing lullaby on a few hard nms to lock out TP moves, which with enough support subbing summoner a full smn isn't needed then either. So that leaves... 1 hour and flaming crush on weak mobs as the third. Flaming crush doesn't scale well at all though so around t1 reisenjima it's not really that useful at all and you start using things like volt strike instead. I thought SE was gonna try to fix SMN from being just a 1 hour tool. Alexander was weakened a lot, and now we can do awesome damage every hour, but we still just slaves to that 1 hour timer. SMN needs to be useful enough while that's down to get party invites if you are seriously considering balancing it. I should mention too, if people screw up skillchains or bubbles when you 1 hour, or a badly times amnesia or petrify goes off on the avatar or it's killed mid 1 hour, it becomes pretty much a useless strategy so it has downsides too. I like the idea of SMN being able to unleash the full potential of an avatar every hour. But it being the main thing it's used for as a job is stale and resetting 1 hours every time you wanna do something hard that sch blm and geo can do w/o 1 hours gets very old very fast. I realize people are tired of hearing about SMN rants probably from me and a few others in particular, but these are what are actually facing SMN as a job right now if you look at endgame with endgame event LS, and like it or not people play to endgame strats because that's where they want to eventually belong so if you can't fix it there you can't fix it anywhere else.
    (2)

  6. #6
    Player dmuller30's Avatar
    Join Date
    Feb 2016
    Posts
    103
    Character
    Kalitzo
    World
    Asura
    Main Class
    SMN Lv 99
    Quote Originally Posted by Fae View Post
    I play a lot of SMN and don't really favor either suggestion lol To me SMN is about making those 30 second recasts count and then they become amazing when you unleash one hours. Our wards are very lacking at the moment though. Phalanx and stoneskin effects super weak compared to player version using accession. Evasion and accuracy buffs/debuffs are not worth using compared to even what some DD can do, including shiva's high level pact for debuffing evasion. Compare Distract III of rdm to the -25 evasion Shiva gives or Feint of a THF, which maybe you could come up with some argument for. But considering you can sub rdm and give -35 evasion from tier I distract and a high level pact of Shiva gives -25 evasion seems really off to me.

    There's a lot more so I am hoping the update will really help us. In fact if I sub rdm in the 30 seconds it takes to cast one blood pact ward I can have better phalanx, better stoneskin, better evasion down, better shell effect than shining ruby and depending on my def rating better protect. Having more power from subjob vs 30 second recast pacts is not good for SMN at all. While we do have some powerful wards, like Earthen Armor, and Hastega II, they represent when wards do what they are supposed to do... be powerful party wide buffs or debuffs on the mob with long duration and long recasts. Back in the day it was awesome to see SMN keep up haste 1 and aerial armor on an entire party and keep you safe with stone skin, phalanx effect etc. Now I feel like why do I have these wards at all if /rdm subjob beats them.

    Favor is nice but you are limited in where your pet can be and what pet you can have out. If the mob isn't weak to ice, you get to stand there and do nothing the entire fight after you cast a few wards if you are asked to give MAB to a mage party. But why would they ask you when COR is far easier to gear as a support up to speed and there's a lot more of them and they can give magic acc and mab at the same time? Dream shroud depending on time of day gives you some edge but not enough to make up for an entire other roll. You could conflag strike and impact. But the mobs don't tell you when debuffs wear to reapply and while you reapply poof goes the favor and has to rebuild. SMN can do a lot but they don't let us make a choice between support and do damage and due to how favor works unless you're very luck on the mobs weaknesses you'll never really be doing both, and if you are lucky enough to have them be both, you have to make them miss favor sometimes to reapply debuffs or do damage if the mob is too far away. Even if you stack all our outdated buffs at one time, and do favor, people will prefer COR every time. And COR isn't even strictly a support it can deal heavy damage and while I agree SMN can do great damage if you unleash your one hours, the rest the time it can't keep up to other mages simply due to recast.

    Unlike BRD, GEO and BLU we also can't cap magical haste so at most we over load with indi-haste or save a bard one song. BLU it can work but if their stacking haste is dispelled it's welp. Basically there's no role SMN fill well, and if you try to do both support and damage, you miss out on avatars favor nearly totally and our old wards a lot of them sub rdm is better than them. So as it stands now people only respect SMN for three things: 1 hour ability, which just makes it sort of like a BST that has better magic burst options, and no physical AoE and Mewing lullaby on a few hard nms to lock out TP moves, which with enough support subbing summoner a full smn isn't needed then either. So that leaves... 1 hour and flaming crush on weak mobs as the third. Flaming crush doesn't scale well at all though so around t1 reisenjima it's not really that useful at all and you start using things like volt strike instead. I thought SE was gonna try to fix SMN from being just a 1 hour tool. Alexander was weakened a lot, and now we can do awesome damage every hour, but we still just slaves to that 1 hour timer. SMN needs to be useful enough while that's down to get party invites if you are seriously considering balancing it. I should mention too, if people screw up skillchains or bubbles when you 1 hour, or a badly times amnesia or petrify goes off on the avatar or it's killed mid 1 hour, it becomes pretty much a useless strategy so it has downsides too. I like the idea of SMN being able to unleash the full potential of an avatar every hour. But it being the main thing it's used for as a job is stale and resetting 1 hours every time you wanna do something hard that sch blm and geo can do w/o 1 hours gets very old very fast. I realize people are tired of hearing about SMN rants probably from me and a few others in particular, but these are what are actually facing SMN as a job right now if you look at endgame with endgame event LS, and like it or not people play to endgame strats because that's where they want to eventually belong so if you can't fix it there you can't fix it anywhere else.
    It was just a suggestion but yes the wards are super ineffective and this is widely known even by people who are not SMN. I am a SMN since the good old PS2 release after getting my job to lvl 30 SMN was the first job I went for. Right now playing SMN I switched to BLU just for the simple fact the SMN just isn't enough atm. I love SMN don't get me wrong but seeing other jobs that can out DPS it pretty easily is very unreasonable. One of the biggest things I find wrong with SMN is it's 30 second timer, to me this isn't the greatest we can spike every 30 seconds while the amount our avatar hits for + the low rate of hitting means we truly shine only every 30 seconds. While the BLM and the BLU next to us already totally out DPSed us a long time ago. Not to mention the aoe spam our Avatars have to endure along with any enfeebs because they are close range. I don't know how many times I went to BP and bam my Avatar is dead and my BP timer is wasted. We are no longer viable buffers because most jobs can do it better we have longer timers on our buffs but they are a fraction of what someone else can do.

    In every Reisnjima party (sorry for the spelling), that I have been in I have never once used avatars favor its not necessary any more. Maybe in a CP party but that is about it. And since there buffs are garbage that puts them in the DPS slot which they are still vastly behind most other DPS. And referring to the other SMN in our group who mains it just like I did for years his Flaming crush does about 20-50k on t1-t3 on all escha mobs it really all come down to how much acc + bp damage you can put on those Merlinic pieces or apogee pieces that will make them hit better (Nirvana helps a ton, also Gridavor fully upgraded). Same goes for nuking but with magic acc. But any BP can hit super hard but having a 30 second wait time while other DPS can do the same on a WS or spell faster is just plain silly. SMN needs some tweaking and I feel that it wouldn't even be that hard to make it as balanced as other DPS.
    (0)

  7. #7
    Player OmnysValefor's Avatar
    Join Date
    Oct 2012
    Posts
    1,186
    Crazyvic, you clearly don't play most of those jobs in order to think those ideas are beneficial.

    While Aegis and Ochain could use some buffs (Ochain is no longer king of blocking, and Aegis blocks as often as a Styrofoam cup), PLD doesn't need a blocker that blocks so much magic damage. I would like to see Aegis block a little more but it's asking to be OP to meld the shields into one, especially only requiring the lowest-level versions. I do think that the legendary shield, Ochain, should be a better blocker than the JSE shield. I just don't think PLD needs this reforged thing you're talking about.

    BLM, WHM, and SCH don't need any buffs, and neither does BLU.

    Giving BLU or any job that doesn't already have it native Dual Wield is nonsense and giving that "aura" of yours to BLU would even more certainly make it the melee of choice (if a melee is needed) in mana burns.

    And what, you want to give Rune Fencer -50% dt as a side effect of a stance? It would make it a preferential damage dealer (skillchain partner) in a lot of content. ("Stack all the offensive stats you want, your runes and Tank stance will protect you")

    SCH doesn't need Hastega II, though accession working with Haste 1 would be nice (both for sch/rdm, sch/whm and whm/sch, rdm/sch). SCH's already have Regen-ga due to accession. How do you not know this?
    (2)
    Last edited by OmnysValefor; 05-07-2016 at 06:09 AM.

  8. #8
    Player Dale's Avatar
    Join Date
    Mar 2011
    Posts
    802
    Character
    Jeremi
    World
    Quetzalcoatl
    Main Class
    PLD Lv 99
    Quote Originally Posted by OmnysValefor View Post
    Crazyvic, you clearly don't play most of those jobs in order to think those ideas are beneficial.

    While Aegis and Ochain could use some buffs (Ochain is no longer king of blocking,
    So what is the new king of blocking?
    (0)