Open Party Finder for all Data Center NA EU JP
Everyone has different timezones it would be better if Party Finder is Active 24/7.
Open Party Finder for all Data Center NA EU JP
Everyone has different timezones it would be better if Party Finder is Active 24/7.
I noticed the difference between retainers and alts in your post. Line 1 implies the player is not lazy, line 2 says players are too lazy and need to be less so, line 3 allows players to be more lazy. Gather the stuff from ephemeral nodes sure, allow them to gather them as turn-in capable or aetherial reduction quality, super lazy.
If your referring to my comment on Kabooa's post then, it's that I wouldn't consider a character on another server an alternate. It just that server's main character.
There is a difference in being lazy example ( people complaining about eureka NM trains while standing on the side waiting to pop fate ) and making sense. Example, retainers you can only raise a retainers job based on your efforts by leveling it up. In terms of laziness; Retainer is gathering materials you have collected your self for exchange of retainer currency is not being lazy, it's a way SE tried to keep players from being repetitive as an alternate solution. Being that you have crafting at 70's I'm surprised you don't see this.
When you think about it ( if your a craft) having retainers farm your resources for currency is not being lazy, it helps speed things up in your down time.Lv up potions help compensate for some and skip levels so that they can catch up and be with their friends....yes it worked however it cut the experience learned as a player and we are left with people who think they know their job at the get go. Sure they can learn it as they play but it gets annoying.
So it's more of the concept of too many players wanting an ice trophy for just trying that gets annoying. Tired of being in parties were people don't understand the simple 101's of tank/healing and expect people to carry them. For crying out loud can't even gear themselves properly and expect people to keep raising them.
My 5.0 job ability/mechanic wishlist:
BLM: Burst -AoE damage that interacts with your DoTs. Enhance Scathe and Freeze to make them more usable.
RDM: Poison as an instant cast DoT would be nice.
SMN: Enhance Energy Drain so it’s used more, or have it turn into Pain Flare at 52, while keeping the Drain effects. More egi glamours. Change Physick via traits so it does something useful for SMN (maybe even make sustain SMN exclusive and remove it from SCH).
SCH: Dissipation should automatically resummon the opposite Fairy that it consumed upon ending. Fairy cooldowns should be reset when it’s used. Adjust Fey Caress so if it doesn’t remove a debuff, it lets the next debuff be avoided (like BRD).
WHM: Change Aero line into AoEs like Aero III, learned around 35. Change current Aero and Aero II into Water and Water II, add a Water III. Swap Fluid Aura for Protect for Role Actions. Change Protect to function like it does in PvP and give the current Protect Effect to Light and Full party bonuses.
AST: Reflect: similar to Vengeance but increases Magic defense and counters attacks with less potency, cast on another party member. Add an AoE DoT at 50 or below.
BRD: Stacatto - increase current song’s critical effect on one party member to 8% for a short duration (10s). Tether so they know to stay within 25y. While tethered your song gauge is frozen in place and will not tick down.
MCH: Either a trait that changes your reloads to give you special ammo or an ability called Dark Shot that reloads with special ammo. Ammo loaded would be random at equal chances. You’d either get normal bullets or ones that apply Slow, Blind, or Silence. Ammo appearance in gauge would visually reflect which bullets were loaded.
NIN: Change Hyoton to extend your placed Trick Attack by a few seconds (“freezing” it in place). Change weaponskills so they make more sense: Aeolian Edge extends Huton, Armor Crush applies DoT and slashing resistance, Shadow Fang just deals damage.
MNK: Change Meditation to Boost, it’s too close to SAM’s Meditate in name and Boost is an iconic move. Add a ranged attack Chi Blast that consumes chakra orbs and deals damage based on how many are consumed.
SAM: Increase Third Eye duration to 5 seconds. Add Hasso, short duration buff that gives weaponskills a 30% chance to hit twice.
DRG: Call Wyvern - a wyvern appears and does a random elemental breath attack in the same way that MCH flame thrower does damage. Lasts up to 10s but drains your dragon gauge. Pressing it again or running out of your dragon gauge dismisses the wyvern and places it on cooldown. You can still use your own attacks while it is called.
DRK: Merge Blood Weapon and Blood Price into one button that changes depending on if Grit is active or not, like WAR abilities do. Adversity - For every 10% of your max HP that you lose over its 40s duration, you gain a 3% bonus to damage dealt, stackable to 20%, only usable in Grit. It would be visually represented by the blue spikes representing Grit is active. Each spike would grow more prominent to represent the stack.
WAR: add a trait that gives a slight chance to double attack on your auto attacks. Then add a buff that increases this chance and allows attacks that land as double attacks to increase the beast gauge by 10 each.
PLD: Swap the levels that Total Eclipse and Flash are learned. Add increased enmity to Total Eclipse. Remove Flash from the GCD and add a 15s cooldown. Upgrade it via trait in 70s to extend the duration of your active Circle of Scorn DoTs by 6s.
A separate thing I hope happens is a major change to SMN without actually changing SMN as I like that it shares a class with SCH and the gameplay itself feels pretty fluid, minus some of the pet problems.
Bahamut was a move in the right direction. I know it’s like beating a dead horse but I feel strongly about how SMN doesn’t feel like much of a SMN. Our spells should be replaced with abilities that show an aetherial (ethereal as well lol) projection of the appropriate primal. Bio/Miasma could stay as is for that FFIV flair and I wouldn’t change any of the existing potencies or core gameplay but:
Ruin III: Replaced by an Ifrit animation.
Ruin IV: Replaced by a Ramuh animation.
Bane: Replaced by a Garuda animation.
Fester: Replaced by an Titan animation.
Energy Drain: Replaced by a Leviathan animation.
Tri-Bind: Replaced by a Shiva animation.
Tri-Disaster: Replaced by a Magus Sister’s animation.
Painflare: Replaced by an Odin animation.
Resurrection: Replaced by a Phoenix animation.
Shadowflare: Puddle animation the same but placed by Diabolos.
I’d keep the Bahamut things as-is.
I’d also keep Carbuncle as a pet for FFXI flair and so SMN is still recognized as the magical DPS pet job (and to not interfere with Bahamut). I’d move Summon II to SCH only. Carbuncle would be melee with physical auto attacks but magical abilities like Ifrit, but it’s abilities could be used at a greater distance than Ifrit. Instead of wind attacks I’d have Carbuncle use familiar abilities (all magical):
Shining Ruby = Radiant Shield
Poison Nails = single target damage.
Searing Light = AoE damage.
Holy Mist = Contagion
Glittering Ruby = Aetherpact/Devotion
Enkindle could be used to transform Carbuncle for a short time into Fenrir and reset pet cooldowns. Same moves but dark themed and stronger. It would be a buff equivalent to a 300 potency attack.
Shining Ruby = Lunar Roar
Poison Nails = Eclipse Bite
Searing Light = Howling Moon
Holy Mist = Lunar Bay
Glittering Ruby =Ecliptic Howl
Rouse would be repurposed as an enmity dump to carbuncle for soloing purposes and could potentially keep the buff as well.
Note the thread title, please -- Systems, Features, and Content Types.
If it's not just part of a larger nameable systemic change, please leave it to any of the many class threads, general or specific to the class you wish to adjust.
My SMN overhaul, if you read it, is 100% about thematic change and fits the bill according to this part of your OP.
As for my other post, the specific job adjustment page that appeared on the “popular” tracking on the home page would have necrobumped a several year old post and my search for anything current to share ideas lead me to your thread. But, even within my job-by-job post there several new features as suggestions, like allowing all healers to knockback, amplifying the WHM theme in terms of their Conjury and lack of water. A whole new way to play SCH by implementing fairy rotations. It seemed to make sense for this and instead of flooding the forums with new posts I put it in the one that, from my understanding, seemed to fit the bill well enough.
“Content Types” is also very vague and by nature includes job related adjustments which would certainly count as polishing the game. Apologies if my interpretation didn’t align, but I don’t think I caused any harm.
I don't know if I'd class it as a full fledged feature, but I would like my GC chocobo to be able to come with me and my GC squad on missions as an alternative way of getting him some XP.
I'd chuck that in 5.0.
Remove the party feature in the company shop to progress and raise the air frame capacity pls.
I thought that you should add a few new classes to the game one is a transformion class that allows you to change your character to a beast or animal. Second is shield barring class that main weapon is a shield. Third is engineering class that lets you craft magiteck equipment. Last is normal class where you can equip any weapon and armor to your character as well as any role or action that you want from other jobs or class
New expansion area: Gaia from FFIX. I would love seeing places like Oeilvert, Alexandria and Lindblum again, especially in glorious 60 FPS.
Also a chance for a remix of Hunter's Chance with a Zahgnol boss fight? ALL OF THE YES
Zahgnol is actually already in the game though - it appears as a Wanted target during Temple battlecraft levequests in Coerthas Western Highlands.
But I can definitely get behind having the Festival of the Hunt in FFXIV though (Ul'dah especially would be a perfect location for it!). It would have to be a special instanced event though (maybe part of the main scenario, just like FFIX's version was), otherwise it would just become yet another mass-player zerg-rush. And yes, full remix of Hunter's Chance is kind of mandatory as well. :D
Back when I was hoping 4.x would be in Sharlayan and the far-shroud Frontiers, I was thinking up an Eiki (beastmen who change form based on belief systems, similar to Eikons, and exert a subtle but almost physics-modifying control over their environments) city capital (a bit sparse of housing, but large overall) with a large part of the design goal just being based around making the best out of their version of a Festival of the Hunt (though it ended up having more to with "Shades" than just outright actually slaying beasts).
Would love to see that in Ul'duh or Ishgard, especially if we eventually see any of the old capitals expanded upon.
I'll definitely have to hurry up and get to those areas then. IX is probably my favorite of the games in general, and the more nostalgia I get for it, the better :)
I would still like to see some sort of Festival of the Hunt dungeon/instanced event, like someone else mentioned, with a Hunter's Chance remix.
no way, I love looking useless to everyone else during a those cutscenes
also, minor thing but I would like it if they can make it so you can tie certain Glamour plates to a job, so I don't have to switch between different plates when I switch to a different Job that shares gear with another
id like to see some job over hauls.......
EX.
WHM
remove aero and stone series of spells replace with banish and dia/ga
give them 2 stances solas & miseiry
let them use sheilds on cure ala divine veil effect.
and use other stance like kiribu from Amdapore keep hm
SCH
kill fairy and give them addendums for books
light book / black book
allow atherstacks to funtion as a strategic point
give them a tp regain and regen they they can augment along with a "cure" spell
AST
fix the card rng
add new healer <GEOMANCER>
just my thoughts.....
The ability to repair gear for other players, in and out of instance.
Expert Roulette scaling all dungeons in that 'expansion' to the same level so we get some variety. 50/60/70 roulette functions normally.
Since Expert Roulette is not available to anyone who has yet to unlock all applicable dungeons, that would require a further change not mentioned in the above suggestion, though, would it not?
Though that makes me curious of how level sync in general might be improved upon, for the sake of, say, post-level-cap participation in the Leveling Roulette.
I just want midcore content.
There's ton of casual stuff, there is some hard stuff as savage but when it comes to something in between, we only have trials.
I don't really have enough time for savage yet the normal stuff just bores me. I'd like some savage dungeon a bit like mystic from WoW
I just want a big map instance with all the raid bosses inside. You could add out of combat mechanics such as beating 2 easy bosses that guard a lever each to open up the pathway to the main boss. Each boss would have a checkpoint before the fight that would mark your weekly loot progress. If you leave the instance then you could que back in and teleport to the checkpoint. Imagine defeating Guardian and running up kefka's tower to face off against Kefka. It would really be nice if the weekly loot lockout was individual based or % based so you could help friends.
Adding the option to have the pvp combo system in pve to save hotbar space.
Alexandrian Raid boss piloting missions. Doesn't seem fair that it's currently locked to PVP only.
Also a way to replay old battles, would love a way to get a second run at the DRK questline.
Button Consolidation: Ruin IV is a great example. This ability isn't accessible at all times, but when your pet lands a Crit, Ruin II is transformed for a single cast. This means you don't have to find a spot on your hotbar for Ruin IV because it shows up when you need it to. Astro's cards function the same way. Could you imagine if you had to keep them all separate on a controller hotbar?
I think this could also be applied to a number of other moves like Enkindle into Bahamut Enkindle while Demi-Bahamut is summoned and Deathflare over Dreadwyrm Trance once the ability has been used. Pitch Perfect also doesn't need to appear unless you are playing the Wanderer's Minuet, and it wouldn't be a bad idea to give Venomous Bite/Caustic Bite and Windbite/Stormbite the PVP treatment since you always use those two in tandem when applying your DoTs while using Iron Jaws to refresh them both.
On the Topic of Bard, can we merge Raging Strikes and Barrage into 1 ability? Again, they're always used in tandem so why bother having them be separate? I'm not really a fan of raw DPS buff abilities in the first place because there's rarely any thought that goes into using them. Is it up? Use it. This logic will work for these abilities 95% of the time with the only exception being if the target is about to become un-targetable.
I want besieged. Battles for what ever city-state that wants liberation?
We want that West shroud even world pvp with its own pvp fates and stronghold seige.
Ability to chose the pvp move set in your yard for pvp dummy training.
The option to request duels in more open world areas like tripple triad. One of those areas in the Red See with bleachers would be nice.
Open world pvp fate The Naadam.
Open world pvp fate The Naadam.
Open world pvp fate The Naadam.
Open world pvp fate The Naadam.
Heal who specializes in dealing damage and a portion of that damage always being shifted and converted to healing that goes to the person in your party who's hp is the lowest. Their spells would work more like a combo chain whereas each spell absorbs a portion of the damage done and heals someone, but the next step in the chain gives out bigger heals, culminating in the final spell in the chain granting the biggest burst healing. The chain could also vary depending on whether or not you want to aoe heal on the last hit or single target heal. Ideally the weapon for the class would be a telekinetically controlled crystal that it can fire off at range. They would also specialize in debuffing the enemy in away similar to scholars with bane, in that they can spread debilitating effects, and these effects would be new things, that target stats, resistances, and so on, perhaps bring back things like Slow, and a unique kind of poison.
Freelancer job, as in FF5, instead though you can pick and choose from all your learned abilities to design your own class, however you can't use the freelancer job in party content making it solely for solo content.
This is essentially what THM originally was designed as in the beginning of FFXIV 1.0 (it was more about casting debuffs and healing using drain spells) - it was CNJ who was the elemental spellcaster. This changed after Yoshi took over and the classes were redesigned to accommodate the Job upgrades (thus some of CNJ's elemental spells were given to THM to ensure it was a better fit for BLM, losing it's drain healing and debuffs in the process). ACN in ARR essentially gained these debuffs anyway so I don't see SE bringing the old THM idea back sadly. The sole surviving legacy of 1.0 THM left is the astral/umbral shift mechanic - 1.0 THM's spells were entirely astral or umbral aligned.
A certain design document floating around on the net from 1.0's early development actually references (among other things), a special 'Adventurer' class (abbreviation 'SPN') which is bare-handed, presumably what you're describing. I can only speculate why this was never implemented though, probably due to how the Armoury System was designed requires a weapon to be equipped at all times and thus the 'bare-handed' aspect probably would have caused too much issues for it, so they never bothered with it.
As it was 1.0's original (pre-Job) Armoury System was specifically designed to equip any ability on any class, allowing you to mix and match to your heart's content (classes were less 'classes' and more just a weapon with a set of abilities attached to their use). This did not work nearly as well as it did on paper though and ultimately classes gained more rigid roles when Jobs were added to them, thus resulting in the more rigid cross-class ability system that was carried into ARR (and recently removed completely, replaced by the 'role ability' system). So alas, I do not see SE going back to this idea in the future, it's pretty clear they want to keep classes and Jobs within dedicated roles with little variation (because class/ability personalization/variety is a myth - players will inevitably find the best, easiest set up that gives the optimum benefit for the least outlay and so that will become the meta, with every other possibility shunned and players harassed accordingly if they dare "think outside the box." FFXI suffered from this bad, and FFXIV's design is an attempt to at least try to eliminate that. So I do not see this changing I'm afraid.
More like he probably just cannibalized whatever groundwork they had already done on MSK for MCH, which is probably why you will never see MSK now, MCH is it's replacement. But I digress.
Probably farfetched to think but... I'd like time travel moment/element! It would be so cool to visit cities and eras from the past. How I wish I could see Nym in it's prime or see the war between Ul'dah and Sil'dih. Or again relive some moments from 1.0 while being unable to change the future or save anyone but have the knowledge of the future... Imagine visiting Dusk Vigil before the Calamity!
But yes not likely to happen but something I'd love to see!
I'd like to see plane shifting, we know there are other reflections of Hydaelyn out there, it would be cool if we somehow got to visit some of them.
Psychic is coming, i can feel it, and my feels have never led me astray, it might not show up next but it'll pop up eventually.
I'd like them to rework the combat system. So it's less about rotation, and more about teamplay.
Whether it's group chain attack, party buff, situationnal buff...but enough about the mindless rotation.
I'd like the combat system to be more "if X them Y". React to what the mob is doing, react to what your party members are doing.
I find it more interesting than "first X then Y" rotations.
Also, more boss where you can't see casting bar and need to react to what you see or hear. If possible, for some, less predictable rotation and more random TP move.
For features, i'd like for them to do something with the guildleves system (think ENM/Assault from FFXI). Hard content for 4/8 members, with specifics conditions tied to winning, bonuses unlocked depending on how you do it (times/members paths etc.). Guildleves was fun at the beginning, I don't know why they didn't follow-up on those. Specially since it's quite cheap to make, they can re-use most of the asset they have.
More condition to win PoTD/HoH. Like kill a single mini boss, avoid mobs, activate something, solve mini puzzle...add a little variety to the system.
Worldquests to unlock big new content (new area/boss etc). Think WoW AQ quests for instance. It might not be the best content, it can be grindy, but you get a great sense of achievement as a community, and I think it's never a bad thing.
Try to develop, as least once, a huge, hard donjon (instanced or not). designed for 4 or 8, with multiple paths, optionnal/secret boss, roaming patrols of trash, where mobs can link add etc., and quests tied to it. (like EQ2 donjons, or Blackrock Depths from WoW vanilla) You could go to clear only a few boss, go specifically for a quest, or to clear it all)
If people like it, great, you can make more of those, if not, well then at least they'll have tried. But I'm pretty sure it can be a huge success.
But more than anything, please, please SE, stop making content revolving on FATE train grind. One boss FATE here, one boss FATE there, sure, why not. but the huge part of content tied to it is too much.
^ Definitely this! And just a general move away from Casual = Braindead FATE grind (but instanced! :/) and Hardcore = Dancing with a Boss. (MHW event is hopefully a step in this direction).
Class customisation via Traits and just generally giving every class the attention they need to make them fun, fluid, and distinct (even if this means no 'new' classes).
Systems to allow more re-use (i.e. scaling to current iLevel and rewards) of 'old' content... e.g. monthly 'savage' dungeons, weekly 'time-travel' raids / trials, some sort of progressive dungeon scaling (e.g. mythic+)
A proper (ARR/HW style) relic quest with diverse activities that can be done slowly over time (and solo / duty finder if needed).
Extreme suggestion: Drop PvP (or at least the competitive side of it) and introduce seasonal PvE leader boards for competitive dungeons / trials / raids / etc. (e.g. fastest run, fastest kill(s), least damage taken, etc.) ... duty recorder could be used to verify results and share them publicly.