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Thread: Job balancing?

  1. #71
    Player CrAZYVIC's Avatar
    Join Date
    Jun 2011
    Posts
    162
    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. #72
    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. #73
    Player VoiceMemo's Avatar
    Join Date
    Mar 2011
    Posts
    795
    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. #74
    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. #75
    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.

  6. #76
    Player zataz's Avatar
    Join Date
    Aug 2011
    Location
    the land of nod
    Posts
    198
    Character
    Cardgrey
    World
    Odin
    Main Class
    RDM Lv 99
    i think if they made a "ultimate shield" out of aegis and ochain it should be made with both at 99 level. with plates being buyable with hallmarks u have no reason to not 99 it.
    (0)

  7. #77
    Player dmuller30's Avatar
    Join Date
    Feb 2016
    Posts
    103
    Character
    Kalitzo
    World
    Asura
    Main Class
    SMN Lv 99
    Enmity also needs a huge work around ripping hate of PLD on easier mobs is just horrible.
    (1)

  8. #78
    Player cengeal's Avatar
    Join Date
    Jul 2011
    Posts
    90
    Character
    Prometus
    World
    Valefor
    Main Class
    MNK Lv 99
    I'm going to get a lot of hate for this, but I think SCH needs to be "adjusted". A backline job that can repeatedly self SC while remaining out of harm's way is just... stupid.

    What I'm proposing is simple, but would not eliminate the viability, merely the practicality of the strategy. I say any SC that closes with Immanence should have a Magic Burst damage penalty. Let's say this is a small amount (-20%). The Average BLM will have zero chance of capping damage with this penalty. Now, let's say this is an extreme amount (-50%). This would help the "safer, but takes longer" aspect of strategies. And a poorly geared team would basically be required to either A) change their approach or B) go get A LOT better.

    Another idea is: have spells do a % of the damage that the skillchain dealt. For example, if a SCH's distortion did 2,000 damage, the Magic Burst could only deal up to 1000% of that (20,000). This is just an example, I think each level nuke should have its own equation and damage multiplier. This would make the actual SC damage relevant again. This would also help entice players into making more multiple step SC's, which could help nukers hit the damage cap.

    Like I said, I know I'm going to get a lot of hate for this. I know it won't make meleeing things any easier. But... it just might make it more preferable. A safe strategy should not be the ideal strategy. I know a lot needs to happen on the road to rebalancing jobs. I'm completely convinced there will be some people that disagree with this so much they will condemn me on these forums, but I don't care.
    (5)

  9. #79
    Player OmnysValefor's Avatar
    Join Date
    Oct 2012
    Posts
    1,186
    Immanence is the elephant in the room that noone talks about. That's for sure.
    (3)

  10. #80
    Player dmuller30's Avatar
    Join Date
    Feb 2016
    Posts
    103
    Character
    Kalitzo
    World
    Asura
    Main Class
    SMN Lv 99
    Quote Originally Posted by cengeal View Post
    I'm going to get a lot of hate for this, but I think SCH needs to be "adjusted". A backline job that can repeatedly self SC while remaining out of harm's way is just... stupid.

    What I'm proposing is simple, but would not eliminate the viability, merely the practicality of the strategy. I say any SC that closes with Immanence should have a Magic Burst damage penalty. Let's say this is a small amount (-20%). The Average BLM will have zero chance of capping damage with this penalty. Now, let's say this is an extreme amount (-50%). This would help the "safer, but takes longer" aspect of strategies. And a poorly geared team would basically be required to either A) change their approach or B) go get A LOT better.

    Another idea is: have spells do a % of the damage that the skillchain dealt. For example, if a SCH's distortion did 2,000 damage, the Magic Burst could only deal up to 1000% of that (20,000). This is just an example, I think each level nuke should have its own equation and damage multiplier. This would make the actual SC damage relevant again. This would also help entice players into making more multiple step SC's, which could help nukers hit the damage cap.

    Like I said, I know I'm going to get a lot of hate for this. I know it won't make meleeing things any easier. But... it just might make it more preferable. A safe strategy should not be the ideal strategy. I know a lot needs to happen on the road to rebalancing jobs. I'm completely convinced there will be some people that disagree with this so much they will condemn me on these forums, but I don't care.
    Getting better really has nothing to do with it. The mobs are unbalanced with AOE spam. We need DT sets for melee because the amount of aoe spam they have to deal with is garbage. Taking away from the player community by putting a 20%- on magic bursts wouldn't be the route to go unless SE wants a bunch of mad customers. It just needs to be reformed so that way each job is useful like the lvl 75 days. Back in those days each job was useful there were preffered jobs but all jobs could go do end game content, unlike range/ mage only content we have today.
    (1)

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