I want a quest to upgrade sprint recast times down to 30s. Being slow all the time sucks.
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I want a quest to upgrade sprint recast times down to 30s. Being slow all the time sucks.
I just want to chime in real quick on why that was a stupid design choice and I hate it. The ninja dodging an insta-death mechanic the rest of the party could not just means the ninja is going to die a few seconds later. It took away something cool and thematic for entirely pointless reasons and I'm still salty about it.
For Scholar:
A GCD spell that increases the target’s damage deal by 5%, similar cost to Broil
A GCD spell that lowers damage dealt by the enemy for 10 seconds, would probably have to be expensive like
Adloquium
A GCD spell like Libra / Analyze that creates a ‘weakness’ status effect on the enemy for a short duration (10–15 seconds), increasing the damage they take by 5%
An oGCD ability utilising aetherflow that causes shields to convert the remaining HP mitigation into direct healing, perhaps using an Aetherflow stack
An oGCD that removes the fairy but causes her to release an AoE heal (if Eos) or an AoE defensive buff (if Selene) before disappearing
The GCD abilities fit into the Scholar’s role lore-wise as tacticians that compensate for their small military by utilising powerful enhancing magics. The oGCD abilities fit into Scholar’s more practical role as a instant-casting, oGCD-based healer with versatile abilities that require planning to be used to their full effect
Some ideas for Bard:
- Army's Paeon gets changed. Each Repertoire stack increases Straighter Shot activation rate by +20%, stacking up to +80% chance (technically 100% with the base activation rate factored in). Upon Straighter Shot activating, the amount of Repertoire stacks is reset.
- New skill: Encore - Extends the timer of the current song in use by 30 seconds. 150 second cooldown. (This is sort of where the original effect of Army's Paeon went to, at least in terms of reducing the cooldowns of the other songs. I considered having this be a timer reset instead, but that'd likely be prone to lag considering that it'd be designed to be used during the last second of a song then.)
- Minne of Life: Passive upgrade to Nature's Minne. Nature's Minne now has an additional effect depending on whichever song, if any, is active.
(Mage's Ballad) Immediately restores the target's health. The healing effect has 400 potency.
(Army's Paeon) Shields the target with a barrier that absorbs physical damage up to 15% of the target's HP.
(Wanderer's Minuet) Shields the target with a barrier that absorbs magic damage up to 15% of the target's HP.
Unless they specifically coded them to ignore perfect dodge, you could cheese a ton of the mechanics in the current raids. IE, any stack marker that targets a NIN would be a non-issue, since they could just run off and dodge it without anyone else having to be in harm's way.
I would, however, like a lower cooldown on Shade Shift, because Manawall for BLMs is not only useful far more often due to the prevalence of magical damage vs. physical, it can be used more often, too. I don't really get why casters in general have lower CDs on their role skills compared to physical attackers, like Addle vs. Feint, either.
Okay so some insight into a revised role system. All will be documented on the spread sheet, but here is a taste of what could be.
Basically the top three actions will be removed and placed in a seperate category, like standard role actions or something. And the rest will stay as they are. Once you reach the appropriate level you can automatically use that action no reason to slot it. Now as for the remaining actions. 3 new ones will be made to replace tge old ones and 2 new ones will be added. Since a majority of the actions are "optional". Anyways to keep things "fair" however the number of available slots will be reduced to 3, to keep it in line with the developers notion of limited free choice. But another new system will be added as well role traits, of which you can pick 2 of a possible 8 or 10.
If anyone would like to weigh in on what they'd like to see for role actions or role traits please list comment. XD
And thanks to all who shared.
Just chiming in about Libra. You know Chain Strategem is Libra right. Everything you mentioned is what Chain Strategem
Does.
Make lilies worth caring about or remove them entirely.
Secret of the Lily II. Just... ugh. How is this a thing? You could remove it from the game and nobody would notice.
Core skills like Esuna should not be cross role actions. That hasn't given us anything except newbies who don't realize the system exists and don't take it, and people who go into a dungeon without it slotted and only realize it when they suddenly need it. That whole system hasn't really worked out for healers.
Been meaning to chime in on this, and I'm short on time so gotta be quick:
I don't dislike how MCH currently works (though I sorely miss Lead Shot and Grenado Shot), but due to the "use it or lose it" way the Heat system works, deviations from the clockwork rotation either for mechanics or by mistake, or worse, death, can be really costly and impact performance. Recovery can feel like an eternity, and I feel like we've inherited with Wildfire/Overheating what MNKs often used to suffer with Greased Lightning and disconnects/moments of invulnerability in content.
Turrets could use a little more interactivity, but it's not a huge need. (Just don't completely deprive us of them like you did in PvP.)
Please just get rid of the automatic fire-style Spread Shot. That's just not how our guns work, and the sound is annoying. Just make it one (or two) conal shotgun blasts.
Longarm Pistols or Rifles: Please define a standard for our weaponry and stick to it. A bit less on the antique pieces; we're Eorzea's newest, and supposedly most technologically advanced combat profession. Our gear and aesthetics need to show it.
Flash Grenade stun instead of the boring Arm Graze?
And lastly, MP/TP refreshing is a part of our job identity, just like BRDs. The role actions for such lack uniquity, and the cooldown on them is more often inconvenient for when they're really needed. Reintergate these back into our kits in a manner unique to both, and make room for other, better role actions if you're going to keep that system.
For Warrior i would like to see all the old cross class skills we used to use being brought back.Also bring back Mercy stroke.
Also i think they should give Warrior a trait that make Fell Cleave ranged so you can hit targets with it at long distances and make it do damage if the axe passes through any enemy on its return.
Healer Cross Role:
-Make it so Protect acts like WHM's PvP version. That would make it more interesting then the current set-and-forget.
AST:
-Change Lady of Crown to something more readily usable. As it stands now, we can't really rely on Minor Arcana to be a clutch heal because of its RNG nature. The current strategy with Lady of Crown is to use it as quick as possible so you can try for a Lord of Crown next draw, which is kind of lame. I suggest changing it to something with a more immediate gain like recovering a small amount of the user's MP or decreasing a small amount of damage a target takes (so then they don't need to be healed as much).
-Remove Lightspeed's damage reduction effect. I want some of that WHM-PoM-DPSing fun. :B
-Either give Combust/Combust II a small bit of burst damage like Aero/Aero II, so we can DPS while moving OR give use a weak burst spell to spam while we're moving like Ruin II.
SCH:
-Remove Silent Dusk from Selene. Her controls are too fickle for her to be a reliable Silencer.
-Maybe just have the Fairy follow their Fey Union target. The Fairy is already out of service while they're channel healing their target, why make it more annoying?
-In the future, make the Faerie Gauge more useful, like having more abilities that cost Faerie Gauge when you aren't using Fey Union.
WHM:
-Have Lillies effect Presence of Mind's and Thin Air's cooldowns. This will make Lillies x10 more useful.
-Remove Fluid Aura's pushback effect and bring back its damaging effect. I know it's kind of fun to pushback enemies when you're by yourself but in party situations it's kind of just a dead button.
-Have a way for Regen to generate Lillies. Like x-amount of Regen tics equals 1 Lily. So much more useful then just trying to spam Cure and Cure II.
RDM:
-Does Embolden really need to decrease by 20% every 4 seconds?
Ranged Cross Role:
-Give BRD and MCH a vanilla Aggro dump ability so they can use Refresh and Tactician more strategically.
BRD:
-Give the Straighter Shot proc a sound like when you get 3 Perfect Pitch.
MNK:
-Rework the Elemental Fist system. Why not turn them into like 30 second buffs that you rotate through. Then you could condense the Riddle abilities into one that changes its effect based on which buff you have.
A new mechanic with pet jobs that auto-replaces same level skills on your hotbars to match the pet actually summoned.
Whether by luck or by coincidence, yours was the first post I saw when I pulled up the thread on my phone. I thank you for these Ideas and have incorporated them. A new 30s oGCD move to switch the minor arcanum from what is currently drawn, a new Combust with a medium burst, and a new oGCD AoE move. Thank you for your input.
sadly I can't message everyone specifically unless I do the changes right then and there but Thank you all for the wonderful ideas
1. Delete RDM. LOL kidding.
Now for my real answer:
2. I really want AST re-worked to be more like their PVP counterpart, aka the speed healer. I play AST in PVP and absolutely love the 10 second CD on Essential Dignity. I completely adore the Abridged trait that you gain after casting Benefic where your next Benefic/Benefic II/Malefic is instant cast (AST's very own Dualcast), and of course the Lightspeed CD reduction every time you use Benefic. It feels fun and fresh when compared to the other healers. However, then you switch back to PVE and it feels so slow and boring. Essential Dignity goes back to, what, 40 seconds, Abridged is gone, Sleeve Draw no longer restores MP (AST has the worst of the three in PVE), and no more Lightspeed reduction. In essence, I think it would create a fairly new dynamic for AST as the speed healer vs. WHM the power house and SCH the mitigator.
More DPS options for healer that aren't just dots > stone/broil/malefic spam.
Rework lillies to actually be useful, instead of cooldown reduction, which is inherently ass in this massively scripted game, have each ability do something different when consuming 3 lillies. Anything would be better than what we have now, for example, a 3 lily benison could have it's shield % increased, or tetra could refresh/increase the duration of regen, there are so many possibilities. While we're at it, stop punishing good healers by having them unable to generate lillies and give regen ticks a chance to give them.
As it stands, good healers only need to heal via regens and off globals, this means they can potentially generate NO lillies at all, making the system even more useless than it is for the bad healers.
Replace protect with it's PvP counterpart and increase defence across the board. Go one step further and split it into protect and shell, for physical/magical defense respectively, based on the encounter. Bake esuna into every healer's kit again. Remove break, drain, repose, fluid aura. They're all useless. Buff cleric stance duration to 30s.
Healers are super stale at the moment and need some help. I'm not even going to get into astrologian's clipping issues or janky feel it's had since SB dropped (rip aero), or fairies still being broken to the point scholar is still pretty much guaranteed a spot in every raid group ever.
SCH
Meltdown: AoE 200 potency, potency diminishes like Holy/Gravity, additional effect damage down-5% (to give it a secondary effect for mitigation similar to Holy's stun).
Embrava: Your next Healing Magic spell will be a critical hit.
RDM
Spontaneity: Your next 3 spells will have no cast time.
Ver-Ultima: AoE version of Flare/Holy but less damage so more useful on a ton of adds.
Fix SMN as a pet job.
Add BST as a pet job.
Faster acquisition of job abilities (as in, you get 90% of them by level 30) that all scale up appropriate to your level. Traits can augment them further, but give us the playability. Nothing annoys me more than losing half my buttons (or worse, having like 2 buttons in Toto-Rak) just because I'm down-sync'd.
Un-f*** DRK. Yeah, SE really messed up with that one. It didn't really need a lot of changes to begin with, but I'd rather see DRK with defensive cooldowns that use MP, so they have to decide whether to up their DPS or their mitigation (or a mix of the two). Mana management was one of the main things that made DRK interesting in 3.x.
Tying dps and mitigation to the same resource would screw DRK even more with the current state of the meta. Why choose the tank that can either dps OR mitigate over the other two who can both simultaneously.
I just generally play RDM, bc it’s the only reason I returned to FFXIV, and I enjoy it.
I’d like more AOE Utilities:
Scatter II >> enhanced version triggers ability to cast either:
Verblizzard / Verwater - slighty stronger than scatter and hits all targets
- acceleration be a trait, instead of an ability where it increases trigger rate by a % the higher it goes.
- FFXI Nyzul Isle WS called Death Blossom! Would love to see that make an appearance!
Maybe add Verfreeze / Verflood as an AOE ancient spell triggered by Blizzard / Water
Too much? Maybe!
I don't really play RDM, but from what I've read it falls short of Dmg compared to the other 2 casters, so I'd like them to get some very appealing buffs in the form of the EN-spells. EN- fire to increase party wide damage or EN-water for party wide reflect for Magic dmg. Stuff that would make RDM utility king so that the lack of damage would be a more appropriate trade off.
RDM is very simple compared to the other casters. This is far from a bad thing, (oh lordy is it refreshing to have a sleek rotation on par with ARR DPS) but the lack of DoTs and a place-down AoE feels like it's missing.
That said, I think I'd rather see the job go more towards support capabilities, too. AST and BRD are slated as buffer and so-and-so jobs, a few En-spells that do a few party wide buffs coupled with a few natural upgrades (like updated spells or a trait that gives Acceleration a shorter CD) could keep RDM in a good spot despite meh DPS.
Another day and more has been added to the spreadsheet. We have new Egis, revised role action, more songs for bard, more focus on defense for pally, and a new holy ability, more aoe for RDM, more faerie and dot action for scholar, and we're still only scratching the surface. I have off tomorrow and hope to have something more concrete to show. All of you have had great ideas and it'll be nice to see everything brought together. Stay tuned.
There were actually a huge amount of ideas that would have probably pushed in a similar direction being suggested on the 1.x forums or around those times (before ffxivcore.com shut down).
One that particularly sticks in mind was a suggestion package whereby skillflow rates were similar --just a bit slower-- to now if used individually, but chainable via ATB (which the original stamina, later TP, system essentially mimicked), where that ATB maximum was usually interlinked to another stat that could be stretched through "good" (pushing towards theoretical limits given gear and composition) play throughout the fight. Think of it like having ramping skills with minor embedded effects and then technique skills with far greater rDPS impact. The UI suggested --revealing allied skill queues before release-- slight allowance for smart auto-movement, and the pauses between stretches of synced combat due to limited ATB seemed like it'd allow a more cinematic yet intense feel.
RDM:
Jolt 2 to upgrade into Impact. Maybe lower the trigger rate from 100% to 20% or so.
VerBlizzard / VerWater to trigger from Scatter for AoE situations.
Maybe a weapon skill to trigger from Mechete? The melee AoE skill.
HolyFlare or VerUltima to trigger from Scatter with 100/100 White/Black mana. Would need to do less single target damage than Flare and Holy.
The Damage buff to be a flat 5% damage for ANY damage. Maybe 10%? (I forget the name of the ability)
BLM:
Flare's MP cost reduced to make way for...
Ultima. Or they could change Fowl to Ultima. *shrugs*
Triple Cast to work like Barrage and make the spell instant cast. MP cost only for one spell.
SAM:
Hagabana removed. Add that damage to Midare.
MNK:
Form Shift to keep GL stacks going when used to go from the third form to the first form.
Removal of the "Neutral Form" so that you are always in first form at the start of a fight.
Tornado Kick to not remove GL stacks.
Tackle Mastery just increases damage and will randomly refresh immediately.
Fist of Wind, Fire, and Earth... just combine them and have them upgrade as you lvl?
DRG:
Mirage Dive removed. Just have Jumps give eyes.
Life of the Dragon can be upkept like Blood. Have Life improve jumps further, maybe make them crit or double hit?. Gierskogul stays Nastrond during Life or combos from Gierskogul during Life. If stays recast time goes from 10 to 30. Maybe 20.
Fewer rotations and more strategy. I don't want jobs that a bot can play, where the primary difficulty arises from maintaining static rotations whilst also evading boss mechanics. It's too simplistic (which is why I almost unilaterally play Healer roles; those are more reactive).
I'd also like to see some degree of customization introduced, in the vein of Limit Point abilities in FFXI (albeit more fleshed-out and meaningful). Ability-enhancing gear, assuming that doesn't come in Eureka, would be a nice addition as well. Speaking as a WHM, my greatest want isn't another type of healing spell or another tier of Aero or Stone; it's the power to enhance certain abilities so that the job more-closely adapts itself to my playstyle, rather than my playstyle being adapted to the job.
All I want for dragoons is to get estinidhogg's wings for level 80 and it can buff my jumps and nastrond also changing their animation and effects.
Just some food for thought:
BUFFS BY SIMPLIFICATION
Obviously, few of these buffs are necessary; Ninja and Monk, for instance, are among top rDPS contributors in average compositions. They stand merely as examples of how a buff may form simply by removing restriction from certain actions, reducing total text in tooltip.
BACKGROUND CHANGES
- Skill Speed and Spell Speed combined into just "Speed". Speed now scales with everything. (Any ability for which rate of use is not increased proportionate to effective attack speed now gains damage from Speed.) Attack rate gained from Speed has the same effect on auto-attack times as any other, temporary, source of attack speed.
- Skills may now recharge in the background even while being ready for use.
- Sprint and Item usage can now be queued.
- Macros can now be queued.
NINJA
- Ten - Make the ritual mudra hand gesture for "heaven."
Recast timer: 20 seconds.
Shares a recast timer with Ninjutsu and the mudra Chi and Jin.
Additional Effect: Readies Ninjutsu.
Duration: 5s- (Same change to Chi and Jin)
- Ninjutsu - Executes a specific ninjutsu action coinciding with the combination of mudra made immediately beforehand.
If any other ability, spell, or weaponskill is used before the mudra are combined and the ninjutsu executed, the action will fail.
The recast timer will begin cooldown upon ninjutsu execution, or when a mudra timer runs out.
Shares a recast timer with the mudra Ten, Chi, and Jin.- Ten Chi Jin -
Resets ninjutsu recast timer, twice reduces ninjutsu recast time to 1 second, and eliminates required mudra consumption for ninjutsu execution. Also doubles ninjutsu potency.Opens a seal of Man, Earth, and Sky beneath you. While in its zone of effect, Ninjutsu do not consume their Mudra and deal 200% potency.
Duration: 10s
Ninki Gauge Cost: 80
Only mudra and ninjutsu available while active. The same ninjutsu cannot be executed twice. Ninjutsu recast timer will begin cooldown upon fading.
Effect ends upon moving.
Result of simplification:
- Mudra and Ninjutsu can be woven at will. One can no longer double or bunny. Once the first mudra is hit, it begins recharging while the other skills match it in the background but are each ready to be used. Thus Ninjutsu remains always at a truly 20-second recast, instead of at a minimum of 20.5.
- Ten Chi Jin will no longer be cancelled through minor knockbacks or accidental movement. As a mudra is necessary to ready Ninjutsu even if not previously consumed, its usability remains identical despite the shorter text.
RED MAGE
- Manafication - Doubles current Black Mana and White Mana levels.
Additional Effect: Resets Corps-a-corps and Displacement recast timers.
All combos are canceled upon execution of Manafication.
Result of simplification:
- You can now open a combo from as little as ~55/55 Mana, by using Enchanted Riposte to drop to ~25/25 only to double to ~50/50 and continue on, or increase by starting from the normal ~80/80, dropping to ~50/50, doubling to max, and then continuing. This should greatly increase leniency of rotational integration.
DARK KNIGHT
- The Blackest Night - Creates a barrier around self that absorbs damage totaling 20% of your maximum HP, or around a party member that absorbs damage totaling 10% of your maximum HP.
Duration: 7s
Increases Blood Gauge by up to 50when full 20% (10%) is absorbed.proportionate to damage absorbed.- Living Dead
Grants the effect of Living Dead.Prevents most attacks from reducing your HP to less than 1.When HP is reduced to 0 while under the effect of Living Dead, instead of becoming KO'd, your status will change to Walking Dead.
Living DeadDuration: 10s
While under the effect of Walking Dead, most attacks will not lower your HP below 1. If, before the Walking Dead timer runs out, HP is 100% restored, the effect will fade. If 100% is not restored, you will be KO'd.
Walking Dead Duration: 10s
Result of simplification:
- TBN is more widely usable.
- Living Dead is now just a Holmgang with 5/3s its recast time and 5/3s duration, circumventing numerous unnecessary frustrations.
MONK
- Riddle of Earth - Grants Fists of Earth. Also grants Earth's Reply if
damage is takenattacked while active.
Duration: 30s
Additional Effect: Extends Greased Lightning duration to maximum
Earth's Reply Bonus: Reduces damage taken by 10%
Duration: 30s
Both Riddle of Earth and Earth's Reply are canceled if Fists of Earth ends.
- Wind Tackle - Rushes target and delivers an attack with a potency of
65130.
Additional Effect: Stun
Duration: 2s
Additional Effect: Grants Riddle of Wind
Duration: 10s
Additional Effect: Grants Greased Lightning
Duration: 16s
Can only be executed while under the effect of Fists of Wind.
Cannot be executed while bound.
- Riddle of Wind - Rushes target
and delivers an attack with a potency of 65.
Additional Effect: Stun
Duration: 2s
Additional Effect: Grants Greased Lightning
Duration: 16s
Greased Lightning Bonus: Increases damage dealt by 10% and reduces weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay by 5%
Can only be executed while under the effect of Fists of Wind and Riddle of Wind
Cannot be executed while bound.
Result of simplification:
- Shields zeroing damage no longer prevents Monks from maintaining GL via RoE.
- Smoother opening or recovery via Wind Tackle, rather than necessarily wasting uptime.
The closest I can see SE going is a "Mirage" effect or Blink depending on which FF we're talking about. Where basically it's an ability that generates "Shadow Images" and they are used to enhance certain actions. SE would never have direct copies of a DPS clogging up space in a battlefield, the most you would see is a blur effect on your character when it's active.
This is a really weird idea, but I think it would be fun. For BRD, have a song with an extremely long cooldown where you enter that first-person dart shooting mode that they've used in quests. Then you basically snipe the boss on their weak spots (weak spots would be revealed to you through another skill or an ability within this mode.) I remember seeing some old datamined stuff from the 1.0 client, where there was data about different enemy body parts, so this information may have some basis in the game. But anyway, it would only need to be coded for bosses at max level. Regular mobs and stuff in unsynced wouldn't have the weak spot requirement. Of course, the BRD would have to be still and in a safe place in order to use this ability. So it would add a moment where they can't just run around and do whatever, all willy-nilly. This probably wouldn't work with how laggy this game tends to be, but I think it's a neat idea.
Similarly, I'd like to see something like this in a future Beastmaster job, if that ever were to exist. Something like "Eyes of the Beast," where you go into first-person mode and take on an animal form.