In an effort to get more out of the Throwing, Shield, Parrying, and Guarding Combat skills during gameplay, could it be possible to add another layer of "Job Abilities" that enhance or bolster their effects? Although "Job Ability" usually relates to specific jobs within FFXI, for a lack of a better term, I'm using the term Job Ability to describe the nature of these abilities. Technically, these would be available to all those with the appropriate Combat skill regardless of Main or Sub job. Perhaps "Enhancing Ability" would be more fitting. They wouldn't be based on TP, and wouldn't need any specific full weapon skill-like animation to display their effects. Well no "newly designed" animations at least ^^. The current job ability animations could simply be refitted to suite these abilities if needed.
It has been suggested before over the years to add weapon skills to things like throwing, and I'm not really sure of the reasons given as to why they can't be, but rather than a ws, perhaps adding Enhancing Abilities that enhance the Throwing experience would be a more logical (easy to implement) approach to such a request. For instance:
Throwing:
Like all the other Combat Skills listed above, throwing could be enhanced through a number of methods that perhaps have 3-5 tiers based on combat skill level. Instead of seeing something like a WS animation based on TP, a list of Throwing-based JA's would now be nestled within our "Ranged Attack" option of which to choose from. Some examples of the "enhanced" Throwing could be:-Doubled Mark: Causes each of your throwing attacks to hit a target twice. (Timed duration of effect) »Doubled Mark ExampleDefending:
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-Goliath Shot: Causes your next throwing attack to be a head shot that may stun or cause amnesia. (Instant Single use) »Goliath Shot Example
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-Toe Shot: Causes your next throwing attack to be an attack that may bind or weigh a target down. (Instant Single use) »Toe Shot Example
Alternatively, a new button named "Defending" could be added to the "Abilities" menu to house the Shield, Parrying, and Guarding Enhancement Abilities (or EA's).
I believe PLDs should remain masters of all things shield, so the possible Shield EA's would in no way belittle the prowess of these masters of blocking. Instead, perhaps EA's that simply bolster the effects of blocking for the non PLDs and PLDs alike. Examples could be:-Shield retaliation: Allows you to reflect damage taken from a successful shield block. (Timed duration of effect) »Shield Retaliation ExampleParrying and Guarding EA's would follow a similar suite in terms of enhancing their effectiveness. Again, these are just some suggestions that might bring these combat skills to the forefront of battle more frequently and possibly add more battle strategy to the mix.
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-Blinding Shield: Uses the sunlight to reflect a blinding light. Effective with shields that contain metal. (Instant single use) »Blinding Shield Example
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-Shield Trust: Enhances shield block rate. (Timed duration of effect)
*Note: The duration of these Enhancement Abilities could be relatively very short compared to most standard JA timers, with fair recast timers to uphold game balance.
Thanks for listening Devs /salute
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**Edit: (For more detailed description)**
My suggestion for "Enhancing Abilities" is just a spring board foundation for adding new life and usefulness to Shield, Parrying, Throwing and Guarding skills. Think of these abilities as starter points for creating new and unique ways to possibly enhance gameplay for numbers of Jobs in FFXI, not just a call for trying to change game code/mechanics. Similar to how Atmas from Abyssea function since they're not job specific, try to imagine these abilities as though they were Atmas that enhance Throwing, Guarding, Parrying, and Shield performance you could turn on and off at will for a time. Then try to imagine what kind of enhancements would make them worthwhile to use.
Damage is only one piece of the possible endless puzzle of enhancements that could be devised for bolstering these skills. "Usefulness" from weapons/abilities/gear/items in this game does not only find their definitive qualities in how much damage can be created from using them. Think outside of that logic for a second, and consider other types of usefulness for the skills in question.
And for those that have repeated the similarities of some of these enhancements, yes, I realize that the spell Reprisal has similar qualities, but the point from the OP is to make them available to other jobs via skill level. PLDs would simply benefit from from the two abilities I suggested in that they would have an added boost to what Reprisal can do. Again, it's no different than a PLD being able to cast Flash on a target as well as use Flash Nova with a club to do the same thing. Similarly, a WAR having Berserk to enhance attack as well as Warcry. Having multiple ways to accomplish a similar/same effect is nothing new to the mix of FFXI.
The biggest point here, again, is that other jobs with the appropriate skill levels would now have new life and functionality when using a shield vs the current mundane and vary unrewarding functionality present today. Equip, and hope it procs. This can be easily changed without recoding the current systems simply by adding enhancements that bring these skills to life. I've only suggested 3 for Throwing and Shield, that's not to say with more planning and creativity even more diverse and unique abilities can't be added to the list.
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Additional Suggestions from throughout the thread:
Enhancement Ability ——— Suggested by ——— Description
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Throwing:
*(Multiple ideas) ——— AyinDygra ——— (Read full descriptions from post #25)•"Thorn in the Side" - Throw a Shuriken at a spot that is hard to reach, creating great annoyance. (Provoke-like effect and Damage over Time, recast 30sec)-----------------
•"Armor Wedge" - Lodge a Shuriken in the enemy's body so those attacking the Shuriken cause extra damage to the enemy.
•"Shadow Shuriken" - For the duration, you have a chance of throwing an extra Shuriken (no ammo consumed) for each Utsusemi shadow active.
*(Multiple ideas) ——— Karbuncle ——— (Read full descriptions from post #34)•"Brain Spike"- Additional Effect: Amnesia. This shuriken, While it will not make up for the damage of lost swings, Might be useful for pulling, Have the Amnesia last up to ~1minute, and you have a method of pulling that prevents most/all Exp mobs from Being able to TP.-----------------
•"Silence Shuriken"- Additional Effect: Silence. This one, Like the above, Won't make up for lose TP/DMG For attack rounds, But if used for pulling on a casting mob, Might save your shadows from Diaga II or Poisonga II (which they love to cast).•"Syphoned Mark" ——— Kingfury ——— Enhances Throwing by causing your next throwing attack to drain either TP, MP, or HP. (Instant Single Use) ( From post #127)===================================================
Shield:•"Shield Slam" ——— Akujima ——— An upgraded more powerful version of Shield Bash, that requires a Tower Shield. You knock back the opponent, and reduce their TP (kind of like demoralize. Not inhibit, but reduce). This would also be animated with a huge slam, kind of like the Weapon Skill "Shoulder Tackle" and would also inflict a decent amount of DMG, and be able to crit as well.( From post #122)===================================================
Parrying:•"Riposte" ——— Kuporeid ——— A riposte is a parry that moves straight into an attack. In the game, this could be implemented similarly to Monks' counterattacks, except it would require a parry to activate.(Read more from post #107)---------
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Guarding:•"Submission Wall" ——— Kingfury ——— Enhances Guarding by punishing an attacker through the unlocking of an ancient martial arts technique that hardens ones' muscles to the point that rivals stone. The sudden fear of further self inflicted damage imposed on the attacker instantly causes doubts as to whether they should stop or continue attacking. Adds additional Earth damage (akin to how Earth Spikes would work) to successful Guard. Inflicts Killer effect upon target. (Timed duration of effect) ( From post #126)---------------•"Fluid Wall" ——— Kingfury ——— Enhances Guarding by unlocking an ancient martial arts technique that allows the user to skillfully mold and adjust to physical attacks as if they were like water. Reduces physical damage by absorbing a portion of the attack from a successful Guard. Adds additional Water damage (akin to how Water Spikes would work) to successful guard. (Timed duration of effect) ( From post #127)===================================================