Mobs in dungeons initially have an auto attack buff that one-hit KOs anything that pulls that is not a tank. Buff falls once tank has pulled.
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Mobs in dungeons initially have an auto attack buff that one-hit KOs anything that pulls that is not a tank. Buff falls once tank has pulled.
-If the tank buster(s) kill the tank(s) will reappear on the next player to fulfill full damage. It may do this three times just to get the full damage.
-CT stack markers stacking kills everyone in the stack marker (stack markers need to be spread out to survive)
-If you fail a craft you lose all of the materials including any extra materials you had and all the crystals of the chosen elements
-if you fail pentamelding that piece of gear ceases existing and you need to get a new replacement
-Friendly fire is always enabled in dungeons and raids. AOEs by party members do damage to anyone under them. Good luck on trash pulls.
-In order to level crafters you need the master recipe books for the previous levels and the current 10 levels you are in. That means you need ARR master recipe books to get past level 50. In order to level gatherers you need the folklore books for the 10 level range you are in and the previous levels.
-Equipping hats on Viera and Hrothgar will make their head invisible while the hat is fully visible
-If you die in any dungeon or raid you are disconnected and unable to rejoin that party
hurting jobs:
-Delete earthly star and replace it with a second delete cards ability. Astrologian heal potency is halved on everything
-Remove dots from bard and give them nothing as a replacement.
-Red mages can no longer heal or rez. Red mages no longer get free swiftcasts.
-laylines no longer exist. Black mage spells take twice as long.
-Tanks no longer get invuln and if you try using them nothing happens.
-Warrior cannot heal themself. Potions don't do anything when you're a warrior.
-White mages no longer had medica II and thin air is gone.
-Dragoons are animation locked whenever they do anything. Dragoons get hurt by floor hazards if they try jumping over them.
-Reapers no longer can use portals. Reapers have cast times on everything
-Elusive jump is doubled in distance
-Samurai only has 1 ability. Everything else is gone
-Ninja Doton is half its radius
-Monk's abilities and rotation are replaced with Summoner's but still looks like a monk
-Summoner No longer exists. It is arcanist
-Scholar can softlock if they command their pet. No movement or anything, just frozen.
-Botanist is now reaper and you attack trees
-Blue mage can use final sting infinitely and not die. However you turn into a level 5 wespe upon using it
-Machinist's overheat is extra bright and big in appearance. Using it twice in a row will inflict burn on yourself
-flamethrower engulfs yourself in flames and inflicts serious burn damage
-Dancer is given an extremely complicated and long rotation that will start over if you do anything else
-Sage is given earthly star and laylines and samurai's abilities and medica II and thin air and tank invuln and
-drk's sword is replaced with pool noodles and every step they take is a loud squeak. Drk can summon infinite shadows but half of them are hostile to themself
-paladin's cover covers the whole party. You die if anyone else jumps off the edge
-TP exists again for melee. Sprint uses up all of the TP
DPS that fail the ready check for a duty get turned into a Leaf man wherever they are for 1 hour. If they log out the Leaf man remains where they were until the log back in and until an hour passes.
Pretty much anything in the healer forum or ffxiv/discussion
https://media.tenor.com/Jf1fV-hVJu0A...rio-django.gif
Current SMN.:cool:
Dungeons aren't as boring? Crafters/Gatherers can't be overleveled? Amusing Viera/Hrothgar trait? No more Vercure mages? No more unkillable tanks? No more Medica II spam? DRGs cover more distance? No more boring SMN? SGE gets all the discarded tools? DRK has a risk factor? PLD can save multiple people and doesn't have to be near someone to cover?
These are awesome ideas o7
This is pretty much already in effect too.Quote:
-Dragoons are animation locked whenever they do anything. Dragoons get hurt by floor hazards if they try jumping over them.
CP qand GP replenish rate is halved, and all nodes can only be harvested at a certain time of the day. While being unresonably far apart.
Also DRGs get fall damage from jumps.
Double the distance on all disengage skills. All battlefields now have instant death hazards or fatal drops on all sides. LET THE BODIES HIT THE FLOOOOOOOOOR
No slide casting.
Every spells, weapon skills, and abilities now have hard animation lock, which means no weaving nor movement during these actions.
Something I want but would be a horrible idea:
Merchant Class. Your entire combat job is being a merchant. Throw gil at your enemies. Maybe have a short sword for defense. Moves and even "pets" using your retainers. IE- you could have up to two retainers with you who participate as part of your moves and act as combat pets.
The balancing would be horrible, it could never work, retainer classes would need to change, etc. But I do want it...
* Should the party wipe:- the entire dungeon and all mobs therein shall be reset, with the monsters now gaining a level. There is no upper limit to the level respawned dungeon trash can reach.
And less seriously:
* Last boss in every dungeon, even Satasha has an enraging 100 second active-time manoeuvrer between boss phases one and two, and two and three. The manouver is performed on mellee distance damage balls not a button to click. Manouver balls will emit random strength pushback water/fire/lightning/plastic hammers to suit the dungeon theme on each damage hit. The outer ring will be one-shot electrified in case you are knocked back too far. You will randomly be roleplaying as a scion from ARR with your hotbar only showing plain pink squares, so you have to experiment to find the one mellee damage spell that works. All four party members must perform flawlessly, or the boss enrages. It might not possible to solo the MSQ for this reason.
Warrior has to spend 50 beast gauge on bloodwhetting and the beast gauge is only refunded if Warrior doesn't overheal.
All debuffs you take last for an hour unless its clear condition happens (esuna or specific boss mechanic: A doom is also cleared upon death, a stunlock that requires killing an object is also resetted when the object is removed). Everyone will be walking around with vuln stacks in the overworld! And if you take a doom debuff... you will die 1 hour later far after the duty completed, or in the next dungeon. Boss mechanics that use magic vuln will (to make things clearable) be excluded from this and reset upon a wipe, but your vuln stacks are most likely still going to be a problem.
Now we motivate players to do mechanics properly!
Snapshot aoe's.... oh wait
You have to complete every expansions ultimate before being allowed to play the next expansion. Then the few hundred ultimate raiders can stew together and make each other miserable.
your character needs sleep and their hp bar will be far lower if their sleep is neglected. They are also slower and damage is much more severe. For every 45 minute day your character will sleep up to 20 minutes. Good luck to fishers who need to be up at 1 am to 5am Eorzean time
Melee damages are mob sprite dependant, you gotta litteraly hit the mob else it's a miss
Can't hit flying ones if lala or too small
Mob can dodge if his AA animation makes him dodge your animation depending on timing
Flying mobs can be touched by some skills only, like if you're raising high enough your weapon or making a big jump
better choose BIG A** weapon glams
* No more duty finder. Dungeons can only be entered from the overworld gateway.
* Time to bring back naked death runs. Wipe and you are not returned to the start of the dungeon, you are returned to your home city, naked and without mounts, gil, or inventory. As in EQ you need to run (or swim, or call for your little branch, or whatever) back to the dungeon entrance, then to the coffers containing everything you own.
* Shared Dungeons. These are not instanced, but overworld caves that any number of parties can contest the mobs, and bosses, inside. If your party is not the lucky one to start the bossfight on the hourly spawn, you can watch the fighting party, then wait for the next spawn.
Upon log out, you must roll a dice to rest, or you can't log out. On 1, your HP and Attributes are halved for 24 hours. 20 means you get double the HP and half more points on attributes. Effective immediately after roll.
Okay, so hear me out.
You turn into an angel...
Gapclosers lose potency, but only those of Dark knight and Gun breaker.
Some oldies from 1.0 that are dead and buried thankfully:
The Stamina Gauge is restored which increases abilities and attacks the more it's allowed to build up, but using an ability depletes it (this is not the same as TP). But it actually doesn't do that much and is mostly a hinderance than a help (and detracts from the Job Gauge as well).
Also, in order to ensure players take a break and don't spend their every waking moment in the game, the Fatigue System is restored which will penalize you with not just a reduction in gained EXP, but also eventually sap your HP, MP and stats, with no way to remove it unless you spend the exact same amount of time logged out of the game (a debuff icon will be on the screen to helpfully inform you of this amount of time). Changing Jobs or doing something else can also temporarily pause the effect to an extent, but only logging out and spending that time logged out will remove it. Please look forward to it! :D
Every time you die to a dungeon/raid/ultimate boss you have to watch the cutscene. No this is not skippable.
Additionally. You cannot leave the dungeon until everyone has watched the last story cutscene. If you force quit the game you lose all the experience and progress of that dungeon and, if you needed it for MSQ progression, sorry, but you gotta do the whole thing over again.
I've got a good one from ffxiv 1.0, you can't gain exp after so many hours, so you need rested exp to level again; basically forcing people to logout for the day. That phase in gaming history was brought to the world by our beloved boomers.
Okay one more because my friends said this was awful.
This one is for all you Scholar and Summoner mains. Fairies and Carbuncles now have HP and their own stats. They are, essentially, additional party members but have less health than your character. They are susceptible to all debuffs including confusion and eye glare mechanics. You have to move and order them manually.
Fairies and Carbuncles can die to aoes, etc. When they die you have to raise them like any other party member. All the effects (buffs and debuffs) they had when up also vanish upon their death.
Summoners, after 8 years of summoning bahamut we give you......solar bahamut!
Seraphism 10char
What if we put a job in the game with an Axe. A job very inspired by vikings. We give it partywide shields and healing like Gandalf.
Also a metric shit ton of self healing, because the first thing that comes to mind when i see a viking is ''that's a healer''.
1. scholar's limit break makes them have 60 seconds of invuln but in return any vuln stacks they should have received is given to the tank(s). The tanks can survive many things. I'm sure they can handle a few extra vuln stacks.
2. Red mage's lb3 now has a double visual range and height. No camera angle of zoom out distance is safe. Look forward to it.
3. Astrologian's lb3 nullifies all sustain capabilities of everyone but themself and the other healer for 60 seconds. In addition to this its brightness is doubled.
4. Lb3s now max out the volume of your computer and the game
5. fisher is now able to join dungeons, trials, and raids and by fishing you generate enmity more than tanks and also are invulnerable. Nothing else changes about fisher
6. half of crafter's abilities are deleted. What gets deleted? It is decided by a roulette. That means what abilities are gone forever is up to fate
7. Dragoon's attack potencies are all tripled. Dragoon now has tank stats. Dragoon has 12 new jumps. If dragoon falls off the edge everyone dies with them.
8. if red mage fall off the edge everyone dies with them
9. sage has an instant kill ability with a 1 s cooldown and 100% success rate
10. Everything in WAR's kit is replaced by a variation of fell cleave
11. Dancer's gage is replaced by DRR the game and you are to play DRR when playing dancer but it is much more complicated and require god tier combos to pull off. It uses ffxiv's rhythm game for this. Dancer now must triple weave for optimal play and their damage doubles when in a party with a bard. However, when the bard is not present their damage is 75% worse. Dancer's tooltips also have double the amount of words while still not changing its meaning and generate enmity in increasing amounts throughout the instance until they die in which their enmity generation is reset. This will mean they will at some point rip agro from a tank even if the tank is doing everything to get the enemy's attention. Dancer's lb3 is tiny but its hitbox is the exact same.
12. more WoL voice options that sound like old people who are being terrorized.
13. Paladins must fight each other for dominance if 2 are in the same party. The losing paladin has their job stone get deleted and they must do the job quests all over again to be able to play at the same level again.
14. Every alliance raid has allagan rot at least once. ARR's alliance raids has it 24 times per raid. EW's alliance raid jumpscares you with 50 allagan rot appearances in a row (the amount of times the bosses summon it).
15. world of darkness gets an update but the only change is every trash enemy can one shot you at its max ilvl sync.
16. hunger is introduced. If your WoL is hungry their healthbar is cut in half. Their MP regen is cut in half. Every attack does half potency. Spells sometimes interrupt themselves. Melee attacks are twice as likely to miss. Sprint has half duration. your WoL also gets a debuff called "hangry" (cannot be removed by clicking it) where it'll default all the choices you make in cutscenes to be the meanest option possible. Esuna will never work when your WoL is hungry. When your WoL eats everything listed gets resolved.
Level 91 quest:
>Speak with Alphinaud at Vesper Bay
>use /say to say "I still can't believe we had to kill [level 89 trial]."
I was about to hit post before I realized maybe I shouldn't put a spoiler like that in a joke about spoiling things for new players.
All job roles get Rescue. It has no Cooldown.
Release races that can't wear hats and then give them forehead hats as "the solution."
This.
https://i.imgur.com/17SJPHL.mp4
Credit goes to Mr.Mansome over discord for sharing this very enlightening video showcasing peak bad design
All mobs have thrice the range in both aggro and chase. Even if they don't "see" you.