A thread with a simple premise:
Say which DPS Job(s) you play and what you most want for them (changes or staying the same, you're allowed to want whatever you feel you want) to have come in 7.0.
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A thread with a simple premise:
Say which DPS Job(s) you play and what you most want for them (changes or staying the same, you're allowed to want whatever you feel you want) to have come in 7.0.
I can play all of them, but I'll comment on the ones I play(or played) at least semi actively. I won't comment on DRG since they've been working on it's rework for some time now so they probably already have it nearing completion. (that said, I hope they don't screw it up.)
NIN:
- Revert the mug<->Trick Attack change (this means party damage on trick, personal on mug)
- Make ten-chi-jin (the ability) change to Meisui while Suiton is active
SAM:
- Bring back Kaiten
- Upgrade Ikishoten to Ogi-Namikiri after activation, then Kaeshi: Namikiri after that
- Make Shoha II an upgrade to Shoha
- Revert Senei and Guren back to a 50 Kenki cost
Reaper: (I don't know, I'd have to think a fair bit.)
Monk: (I don't play it enough to actually know what I'd want changed, but the rework they put out for it is solid. Maybe make bootshine a positional again?)
BRD:
- Bring back the kit interaction with DoTs (potency on sidewinder and shadowbite)
- If not bringing DoT interaction back and removing them at this point, make the support more potent, and lean into the support aspect more with the 2 free slots you've created. Foe's Requiem's return would be a great start
BLM:
- Make Fire IV and Blizzard IV take the same slot on the hotbar (meaning Fire IV while under Astral Fire, Blizzard IV while under Umbral Ice)
- Lock the timer on Umbral Ice when activating Umbral Soul, so that we don't lose our gauge while there's a long transition in any fight.
SMN:
Just make require more thought than the amount I need to do nothing else. It's as simple as it can possibly get short of playing itself. I don't care if it's bringing back DoTs or shaking up it's core gameplay but something would be nice.
Make MCH more cooler. It got the wow factor due its gadgets, but it just need more robots. And please make it worth it as dps and do not repeat the errors in EW.
MCH:
-Wildfire dealing aoe dmg.
-Make Flamethrower a regular gcd that synergyzes with our kit (e.g. doing increased dmg with bioblaster, or giving battery gauge and sharing cd with Air Anchor).
-Combo Action for Scattergun.
-Visual upgrade and finisher for Heat Blast window.
-Delete Gauss Round and merge it's dmg into Ricochet.
-Auto Crossbow reducing cd of Ricochet
-Automaton Queen upgrading our 1-2-3 combo so that it feels like an actually window.
DRG:
-For the rework: Emphasize more on its Jumps, but keep its long GCD rotation chain.
SAM:
-Hissatsu: Kaiten
I'll just add the dpsers I play the most.
Dancer:
- Closed Position working exactly like its PVP iteration, as it would open a lot of optimization complexities;
- An action that works as if you applied Closed Position on yourself, for soloing purposes;
- More substance for DNC's rotation outside of the Technical Step windows, since there's no room for anything else there (both gcd and ogcds);
- I'd love DNC to have more fire-themed actions, like Fan Dance IV;
- Wishful thinking: After Fan Dance IV, your Standard Step turns into 'Phoenix Step'. Same damage for the Finisher, but now each successful step adds a small fire splash damage component, and as a bonus feature, your Dance Partner gets rezzed if he's dead at the time of the cast, or a Brink of Death cleanse if they're recently raised and with the debuff.
Summoner:
- Same old want of "give 3 new gemstones for Ramuh, Levi and Shiva";
- Physick scaling with INT... Or if they don't want the spell itself for SCH theme reasons, they can just rebrand it. Just because it's a niche tool, doesn't mean it's useless. It only means that is optional to have or not on your castbars;
- Energy Drain/Siphon merged into one key, and Fester/Painflare/Ruin IV removed (or maybe reworked, but I'm not attached to their theme) to be more integrated with the rotation itself;
- Phoenix's rotation once more not being a clone of Bahamut's. Maybe with a new action learned through lv90-100;
- A way to let us decide which Demi we use first, and for a possible new collection of gemstones as well;
- Pet auto attacking... I know this is not much, but better than doing absolutely nothing. In a best case scenario, they would just make it full integrated with the rotation once again.
- More pet glamour options. New egis and carbuncle colors based on the new (Ramuh, Levi, Shiva) gemstone summons. Ability to glam the actual gemstone summons into their carbuncle or egi versions, like how it happens when you're under level 90.
Red Mage:
- A second step for the AoE combo. Hint: Alisaie's rose swirl AoE skill from when you control her in a duty is a pretty fine option;
- Verraise with 2 charges, having a 60s recharge time. Keeps the fantasy and allows RDM to not be balanced around so much rezzing, which is frustrating;
- Displacement de-linked from Engagement and living purely as a tactical movement tool. Ever since they had their potencies normalized, we are not forced to use the backflip anymore, so it very very rarely sees uses nowadays.
- Wishful thinking: Jolt as the filler doesn't make much sense for me anymore with so many ways to generate procs. I'd rather have the filler being the Verfast spells and Jolt being a proc;
All casters:AoE spells do not get cancelled if the primary target dies before the cast completes.Black Mage:A passive trait that increases damage done by spells with cast times when they are not instant-cast (via Triplecast, etc)
Dragoon:Post re-work, all moves have been replaced with Jump. (90% serious)
DNC:
-Remove the channeling aspect of Improvisation, have it apply the full shield effect immediately on use to anyone within range.
MCH:
-Remove the channeling aspect of Flamethrower, and do something interesting with it. Maybe make it an OGCD that applies a DoT that gets a damage boost from using Bioblaster prior, or something. Alternatively, unlock Flamethrower at a lower level, and have it upgrade into Chain Saw later.
-Auto Crossbow reducing Gauss Round/Ricochet cooldown.
-Overall, have more of MCH's abilities effect one another. It has an awful lot of isolated skills with plenty of room to put in some cool mechanics.
-Either: Less focus on double-weaving during Hypercharge – OR – Remove the hasted GCD effect from Hypercharge. This is a subjective one. Tiny fluctuations in ping can make double-weaving during Hypercharge very janky for me due to it's decreased GCD, which feels bad because I'm overcapping on Gauss Round/Ricochet very easily if I'm not double-weaving. Kreyd's suggestion of combining Gauss Round and Ricochet would solve this as well.
-AoE battery spender.
-Give Wildfire an AoE splash.
-Give me some official way to change the animations for Split/Slug/Clean Shot back to their un-heated versions, please. The wicked sick flip trick shots they upgrade into just don't do it for me.
-Again, unironically, give me ammunition back.
RPR:
-Make Shadow of Death generate at least 10 Soul Gauge on use.
-Being able to maintain Soul Reaver stacks when using other abilities. Currently, even using Blood Stalk/Grim Swathe will eat the stacks from Gluttony, which is so wildly backwards it baffles me.
-Have some method of passively generating Harvest Moon over time in combat. You could still Soulsow during downtime to speed up the process.
-I'd like if Enshroud window felt a little more impactful. As is, it goes by so quickly that half of both Void/Cross Reaping's animations are getting canceled by each other. Regardless of actual damage output, I'd like if it at least felt like it was hitting a tad bit harder.
Viper:
-Please god, don't give it a hasted GCD. Plenty of DPS already utilize speedy gimmicks, and my favorite jobs tend to be ones with "normal" GCD speeds with double-weaving to give those satisfying high APM windows.
BRD
- better song usability -- make them not require a target, and maybe give them a shorter duration with shorter cooldown, and give each song 2 charges with a means to convert excess coda into gauge
- song name, and animation upgrades
- give Burst Shot the pvp half-cast mechanic
- more instances of damage like Barrage that occur throughout its rotation, and not just during raid burst
- cut dots or bring back some form of proc interaction with dot ticks
- a party sprint utility song
MCH
- rebalance Wildfire to have a shorter cooldown, let it crit/dh, and let it do aoe damage
- bring in the pvp sniper rifle, and make sure it hits HARD
- aoe automaton
- Auto Crossbow interacts with Gauss Round/Ricochet cooldowns
- Flamethrower interaction with Bioblaster
RDM
- more opportunities to preform melee attacks
- some way to do a reverse burst where you start with a magic combo that leads into a melee combo
- nerf Verraise
SMN
- summon Leviathan, Ramuh, and Shiva
- more hard casts
BLU
- Curling Iron from Barbariccia as a haste buff with a long duration
- Harrowing Hell from p10n as like a physical damage Surpanakha
- Ravening from p9n as a coinflip physical or magical damage buff with a chance to grant both from the beast spirit
melee dps
- I finally find a melee dps I enjoy playing either through changes to existing jobs or Viper
1. MNK positionals back, all of them
2. DRG more jumping in general (also blood of the dragon aura back, even if it's not an actual mechanic)
3. SAM Kaiten
4. RPR Arcane Circle and Plentiful combined, I'm not usually for button consolidation but this one feels particularly weird to me
5. NIN Shadow Fang, didn't mesh with the kit necessarily but I just miss the animation
1. BRD Dots having a purpose again (they literally only exist right now so bard doesn't mash 1 button like another certain role)
2. MCH Flamethrower having a purpose (it literally only exist because ???)
3. DNC Curing Waltz now only originates from the DNC (not also the DP), and has a larger radius to match healer's aoe (succor/helios/prog, but not medica); often feels worthless unless the fight has frequent stacks, or it's an organized group
1. BLM Ley Lines 90 second CD, though I guess I could say most 2 minute buffs should have different CDs. Also, just have umbral soul freeze the Umbral Ice timer outside of combat
2. SMNrevertedable to glamour the primals into their Eden forms, could still work if they added Levi/Ramuh/Shiva. Carbuncle should do literally anything besides just be a vessel for primals, have him attack or something. Either fix Physick or remove it. Whatever actions they add in 7.0, please for the love of god let one have a cast time.
3. RDM don't play too much anymore, but seems like a shame how it's penalized for its supportive skills. Either increase the MP costs of verrez/cure and increase potencies, do away with them for good and increase potencies, or just increase potencies without touching the support skills. Or have whatever new action they add make up for it. Regardless of what they do, seems kinda disappointing how RDM feels generally harder than SMN yet it falls short in DPS.
4. GEO added to the game
Agree with both of these! That said, if they don't combine Fire IV and Blizzard IV, one option is to make a macro like this:The upside of this macro is that it takes only one button to cast both of these spells. It does have some downsides though that may matter depending on your preferences:
/macroerror off
/ac "Fire IV"
/ac "Blizzard IV"
/ac "Fire IV"
/ac "Blizzard IV"
/ac "Fire IV"
/ac "Blizzard IV"
/ac "Fire IV"
/ac "Blizzard IV"
/ac "Fire IV"
/ac "Blizzard IV"
/ac "Fire IV"
/ac "Blizzard IV"
/ac "Fire IV"
/macroicon "Fire IV"
- Normal buttons have a queue window of around 0.55 seconds, meaning that if your GCD isn't available when you press the action, it will still keep trying to cast it for 0.55 more seconds afterwards. However, this macro will only queue for 14 frames. Depending on your framerate, that may be plenty of time, or it may feel uncomfortable.
- Depending on the exact timing of when you press the macro, there could be a delay of up to 2 frames between pressing the macro and the spell casting. Something you'd likely never notice in casual play, but if getting that optimal parse is important to you, this could be a deal-breaker.
Anyway, if that sounds helpful, try it out! I used a macro like this for awhile and it felt great for my needs, though I've since moved on to the more extreme approach of making 25+ macros that change the actions on my hotbars whenever I transition between Fire/Ice and single/multi. ^^
Samurai: combine ikishoten and Ogi buttons. Combine Shoha and shoha 2. Add more damaging ogcds and another combo
Reaper : Put plentiful and arcane circle together. Give a way to extend enshroud
Viper : no casting abilities at all, nothing that forces me to stand still for any reason, and a 1.5s gcd with a ton of ogcds. Maybe a dot or some kind of poison. Wishful thinking but also allow separate glamour on each sword. Cause why not.
Melee:
General: Reduce Boss hit box sizes.
Samurai: Add back Kaiten, Maybe even add more gauge skills, condense some skills like shoha to be both AOE and Single target.
Monk: Put riddle of earth back on stacks as a short CD, reduce the defensive value to 10-15%, Short reactive defensive value is fun.
Dragoon: Could honestly allow Dragon sight to be a mini dance partner thing instead of something you have to manually click instead of a macro, In general hopefully the rework is fun.
Ninja: Add back old 60s trick but make it 2-3%, honestly give it some sort of extra utility as this job used to have great utility.
Reaper: Maybe a different combo? Fix this job in early levels as being synched down on reaper isn't fun.
Viper: Kind of would enjoy procs on a melee, Not sure what this job will do really.
Magic Ranged
Black Mage: Don't change this job too much just add upgrades it's perfect.
Red Mage: Honestly put Veraise on a CD, Add a bit more "white magic" utility and increase its general damage, maybe even a targeted ver-stoneskin ability that can be used to protect self from raid wides or others.
Summoner: Give it Casts during bahamut, maybe slightly more casts.
New Caster: Give it lots of buffs and debuffs, Dot's ect. LONG cast times, we need more casting in casters.
Physical Ranged
General: Add more utility to role actions! and the jobs in general, the job guide states they're meant to provide support for allies.
Machinist: All I want is it to do more personal DPS then melee's who already provide strong buffs.
Bard: Honestly just more utility like I stated for general, make it feel like a "bard"
Dancer: Lean more into it's personal buff instead of party buff, I think dancer should focus even more on buffing one person.
Monk:
Chakra desperately needs to gain overhead between it being usable and it being capped and/or it should be changed so it no longer builds by RNG. The current design basically just causes Monk to lose Chakra if you happen to crit when capped and it makes you lose it during Brotherhood if you cap mid GCD during. This issue has existed since Stormblood and it's madness that it hasn't been fixed in some way to this day.
Six Sided Star should have some achievable condition that gives it some sort of rotational use while keeping its normal function of being a disconnect skill. In the past I've suggested that Riddle of Wind grant the user a status called "Six Sided Star Ready" that allows for the next use of it to have a halved weaponskill recast (IE: Normal recast) to achieve this, but I'm open to other options as long as it isn't completely asinine.
Riddle of Earth should be buffed back into being a more compelling defensive skill. In its nerfed state its frankly pretty underwhelming whereas its old version even if it was overtuned it was also *gasp* fun. I'd say buff it's to 60 seconds and return its charges or just put it at 30 seconds with no charges while nerfing the heal a little bit. I'd go so far as to say that the other DPS should be able to share the love and get their own short recast defensives or have their own personal defensives buffed to be on this level with their own unique quirks, because it's fun.
Anatman should be deleted from the game, the dev who created it should be forced to dogeza for 24 hours on a live stream in penance.
The old Fists of Wind movement speed buff should just come back as a trait. I liked being a speedy boi during Shadowbringers when Fists of Wind was the dominant fist stance.
Samurai: Please do not bring back kaiten.
Not DPS class, but dps skill.
I would want a power increase from scholar's energy drain.
That skill need a ressource point and is mopstly filler, that you can use, when you dont need the ressources for the moment.
But, its practicly even to weak for that option. With only 100 potency.
I would like to have a power increase to be maybe 300 or more. So, that it can become a worthy option for the ressource use.
I’m just hoping that part was purely cinematic since the sword was also stuck in the ground lol. I feel like if there’s a cast that isn’t from the lb I will just be so depressed lol. It’s like I don’t get why they love taking jobs that should be mobile and giving them cast times.
Reminds me of wanderers minuet and I thought that was a terrible decision.
Forcing mobile jobs to stand still has probably been my biggest pet peeve of job design in ffxiv.
For BLM Mao would like see ginormous (3-4X damage of Polyglot) that uses 2 charges of Polyglot.
For casters, I would like to see more role actions. An interrupt would be nice for situations when any other role with an interrupt is not available. Feels bad to watch the big flashy cast bar finish, but personally not being able to do anything about it.
For ACN/SMN ... Physick needs to go. No revamping, just let it go. Replacing it with something more useful like a self-cleanse, short regen or whatever, sure.
Specifically for SMN, the theming is great, but it needs to be go back to casting somewhere. I know the proper designation is actually "magical ranged" (specifically, not bound by "casting"), but personally, it gets pretty stale to have so much mobility with an uninteresting rotation.
--
Anyway, personal strong opinion about EW SMN below. I know some people really enjoy the job as it is, so if you're not interested, ignore below.
The most frustrating thing about EW SMN is that it was supposed to be a "magical ranged"/"caster" that had decisions on when to use every summon during encounters. In the end, it boiled down to "don't use RED in movement-heavy situations (even though you might not have a choice, depending on the encounter)" with yellow and green being nearly similar with the exception of GREEN having a dot (that you, again, might not have a choice in taking full advantage of because no windstorm 'detonation', if the boss itself is movement heavy) and YELLOW being your "safety" summon when you have no idea where the fight is going as a first-timer or when you've stopped caring or zoned-out mid-encounter.
With that being said, it's not unplayable and it's very beginner-friendly, but it personally feels unfulfilling to play this expansion. I also don't have hopes that the new "magical ranged"/"caster" will fill the void for me either. A speculative job with DoTs will not magically make me feel better because it was never about the DoTs to begin with; it's the fact that what the job was overhauled into wasn't as satisfying anymore.
And no, on a side note, I don't want King Moggle Mog nor do I want Alexander or Odin anywhere near SMN in future. The remaining few primals Leviathan, Ramuh, and Shiva are logical additions, but I am tired being bound by predictable concepts. I want unique concepts, I want CBU3 to make their own take on SMN as its own original concept for DT. No trying to cater to absolutely every whim, but make your own path and have fun with it. PVP EW SMN feels like it SHOULD have been the new SMN, not being bound by pets that no one is ever going to be satisfied with. If it even became reality, I'd hate them to see them good, but I'll get used to it like I did with EW SMN.
That is true though I just looked at the beginning of both of them and I don’t think either of their beginning actions actually exist in the game.
I could be wrong but I don’t think we have anything where our voidsent floats around us on reaper (though that would be pretty cool) and I don’t think the action used looked like gibbet or gallows.
For sage I don’t know honestly since I barely play it but they just kind of sent their weapons flying somewhere.
I feel like these were both purely cinematic actions at the beginning and hopefully it’s the same for Viper .
Yeah, the SGE thing where it kind of does a slow spin and then points his hands forward and the Nouliths launch at/passed the camera? That's not in-game in any way as far as I can tell.
https://www.youtube.com/watch?v=ASTGVJLBX14
It uses /draw (unsheathe), then kind of saunters/RP walks forward, does the spin-flyby, then does the action trailer which is I think Diagnosis, Dosis, Eukrasia Diagnosis, and Toxicon, then finishes up with the /vpose.
I don't know RPR that well, but SGE I do. Granted, I don't play Miqo, so maybe it's just some specific animation for them, but I haven't seen a Lala version anything like the spin/flyby thing. The closest is Toxicon where both arms are gestured forward and up, but you can see that by the Miqo in the reveal, and his are like that instead of the initial RP walk flyby. So I think that one emote was for the cutscene only and either hasn't been added to the game, or hasn't been added to the game YET.
So I feel that the VIP part where he cuts up the camera may be that sort of cinematic thing.
Main DPS I play is Red Mage.
Despite all the issues that the devs seem to have with our support options, I really don't want to see the hard restrictions that everyone seems to want/think is necessary for RDM's damage to not be low. Honestly, I'd be pretty fine with not too much on RDM, in 7.0 - the equivalent of what we got from ShB to EW would leave me content.
But potential stuff I'd love to see:
- New spells, Ice and Water. It's the two elements, Black and White, that Red Mage is missing (besides Dark admittedly*) and something like "AOE proc spells" could give the space for those two elements to come into play.
- Fancy AoE combo buttons would fun, making it a single-button three-part combo instead of single-button "hit one button three times" "combo". No real desires for it to do anything different, I'd just be happy with some neat fancy new animations, honestly.
- Leaning more into the "support" role; not in the sense of butting into healer/tank identities as much, but more in the sense of filling a "Dancer-like" role among the casters? Give us more stuff that helps allies out, with some buff stuff to make it so RDM rDPS can be a bit better without buffing our "actual" DPS? I'd prefer something more like Dancer's Dance Partner (though maybe not identical?) where it's consistent across the fight, rather than a second raid buff or something.
- Movement tools changed to be pure movement tools. Weaving Corps-a-corps and Engagement for damage is fine and it doesn't bother me, but letting Corps-a-corps be a Thunderclap style tool and Displacement be a backflip (either away from any target, not just enemies, or just a DRG style backflip) would be cool. Admittedly it would pull the moves away from their "intended" job fantasy of "get close to enemy, melee combo, backflip away"... but that fantasy is already kind of gone, since that's so rarely something you need (or want!) to do like that. Just taking damage off of Corps-a-corps and Displacement but keeping them enemy targeted would potentially get closer to that seeming original intent, but I'd be happier to see them let us target allies for movement as well.
- Very personal desire but I don't want to see Fleche and Contre Sixte get additional charges. I really enjoy the gameplay optimizations that are needed to hit them on cooldown, aligning the Dualcast windows properly while still doing mechanics. Even if I can understand why it would happen, I'd be sad to see that go.
* Though it'd be neat to see Verflare get upgraded into "Verfoul" or something to match "Verholy" being Light. They'd probably want to upgrade Verholy at the same time, though I don't know what kind of upgrade it could get while sticking with the Light theme... Afflatus Misery's not really directly Light-themed, I feel, so "Vermisery" wouldn't fit well...?
The "I held myself back. ...Mostly..." Version:
GENERAL
- Skill Speed and Spell Speed consolidated into Speed. Critical Hit again just changes the chance of scoring a critical hit and crits all just do +50% baseline, but "guaranteed crits" now instead add 100% chance and excess chance is now converted into additional effect; a 120% chance of a 150% effect crit becomes a 100% chance of a 160% effect crit.
- GCD floor removed. GCD may now drop below 1.5s even for normal actions.
- Skills currently of a fixed 1s and 1.5s recast times now instead use a 40% of GCD and 60% of GCD recast time, respectively, meaning they now scale with Speed.
- Certain abilities may now "roll over" the GCD, adding to the time until the GCD refreshes without being delayed by the GCD.
- Tenacity, Piety, and Direct Hit moved to Tertiary Stats, which compete only among themselves. Tenacity no longer gives any extra damage but now also reduces the duration of most debuffs. Piety has been replaced with Vigor, which increases MP and HP naturally restored over time. Direct Hit has been replaced with Mobility, which increases your movement speed and the effect of movement speed bonuses received.
- The Character Pane now actually shows the effects of your stats (% crit, etc.).
- Permanent %throughput increasing traits removed, approximated instead via potency increases. Given the same stats, 600 potency of damage on a Tank is now therefore the same damage as 600 potency on a Caster as on a Healer as on a Ranger as on a Melee, simplifying cross-role comparisons greatly.
- Role Actions and other shared actions basically all pruned. What few actually add depth to the game have had their capacities siphoned into the job-specific kits.
- AoE heals are weaker but now "smart-heal", making the value of defensives less often wasted.
- Fixed-distance movement skills now "Snap" to pathable terrain, extending up to 12.5% further or 25% less distance as needed to clear gaps or keep short of cliffs.
- All actions may now be queued. Especially long animation locks, like that of/from consumables, have been reduced to the nearest standard duration.
- Macros un-neutered (allowed to queue, etc.) up to the point of the first skill actually actuated. New "Stacks" feature added as just a more user-friendly version means of creating macros, with some jobs now containing certain Stacks by default. Through these layers are free to combine what they will, though they still only reliably get one action per button-press.
- Skills which may strike multiple targets now check for the number of relevant enemies that would be caught by the skill. "Stacks" (the more user-friendly macros above) may now specify target counts for certain actions, such as to make Guren automatically become Senei when its linear AoE would strike only one target.
- Conal AoEs and Linear AoEs no longer require a target. They can be set to always follow player facing, always use target facing, average the two in the interest of most targets struck, or just do whichever would strike the most targets.
- Spells no longer require a target for them to start casting, only to be released. They will simply hold at max progress until a new target is assigned if the previous becomes inapplicable (dies, gets an earlier rez, etc.).
- There is a degree of automation available for casts whose targets have died. Most spells may now automatically still go off at the former target's position or swap to the nearest applicable target, whichever would have the greatest number of relevant units affected (as pre-checked for AoEs, per the above).
BLACK MAGE
- Now has default Stacks (more user-friendly macros that can be attached to the Actions and Traits Pane) for Ley Lines→Between the Lines, Blizzard IV→FireIV→Despair, FireIII(Firestarter)->Paradox(Instant)->Fire, Freeze→Flare, Fire II→Flare.
- Enochian's permanent damage buff has been removed, replaced by more straightforward potency buffs.
- AF does 50/75/100% bonus damage on Fire spells while increasing the MP costs of Fire spells by 50/75/100% and reducing the MP costs of Ice spells by 50|75|100%, rather than the more awkward current 40/60/80%, 0/0/100%, and 100/100/100%, and reduces the cast times of Ice Spells by 25/37.5/50% (half the consistent factors above) instead of 0/0/50%. It also no longer penalizes Ice damage by 10/20/30%, and Umbral Ice no longer punishes Fire damage. This simply makes the effect (which is utterly hidden in-game except through extensive testing anyways) far more intuitive.
- Rather than losing all progress towards one's next Foul/Xenoglossy upon loss of AF/UI, progress simply freezes while out of AF/UI and/or outside of combat. Yes, that means you can no longer get free Fouls/Xenoglossies from time between fights.
- In exchange, Manafont gets a second charge and its CD is reduced by 25%.
- You now generate an Umbral Heart per GCD's time spent off the GCD, and Umbral Hearts may persist outside of Umbral Ice. You no longer need to spam it while running between fights or waiting for cutscene-watchers in Alliance Raids.
- Scathe potency increased slightly.
- Sharpcast CD increased to 45 seconds.
RED MAGE
- Jolt and Scatter removed. You have immediate access to Verstone and Verfire, but Veraero and Verthunder each have a 50% chance to apply a (de)buff that causes your next Verfire or Verstone, respectively, to deal additional effect. I.e., unlock procs are replaced with procs elemental synergies.
- Verthunder II and Veraero II replaced with Verwater and Verblizzard, which are now long casts and likewise have synergy into and/or from the other elements.
- RDM now comes with a Stack for its melee combo.
- Engagement removed. Due to buffs to fixed-length movement actions (see General section above), RDM is no longer destined for the void even in the most precarious encounters, so Engagement is no longer needed now that Corps-a-corps and Disengagement each have 2 charges.
- Dualcast can only be consumed (by spells), never cancelled, except by successfully mounting, Returning, or Teleporting (not just by starting their casts).
- Enchanted melee skills now grant Dualcast.
- ST combo costs revised to 10/20/30 across Riposte, Zwerchhau, and Redoublement. This better allows Enchanted Riposte to be used for mobility.
- Even the unenchanted melee combo has been buffed heavily and is buffed further whenever caster filler ppgcd (including gauge generation's value) is increased, to the point of falling barely behind average ppgcd, making it a valuable movement tool.
- Spending both a white and black mana together is considered spending "Red" Mana, such that spending 60 of each (120 total) would be "60 Red Mana". Rather than your Flare/Holy having to follow directly from your combo, you can now use after spending 60 Red Mana, though this starts from Scorch / "Impact" instead (now called "Impact", with the same Scorch animation, but without the fire-aspected name). Impact then augments your next cast of all your spells, turning itself into Verholy/Verfoul (based on whether white mana is higher/lower), and your others into Verflare, Verquake, Verburst, Vergale, Verflood, and Verfreeze for your next elemental attack; you can use only one of any of these augmented actions (Holy/Foul or any of the 6 elemental ones) per Impact. Resolution, once learned, is then usable thereafter, again via the Scorch key.
- The base potencies of the (Enchanted and regular) melee combo have been increased greatly, making it less costly to rush straight to a double Redoublement.
- GCD-length cast-times reduced to 80% of a GCD (2s baseline). Cast-times above GCD-length have been reduced to 140% of a GCD (3.5s baseline). This gives a bit more room for stutter stepping, lets us actually see both animations, and allows for at least some rare use-cases for the longer casts outside of Dualcast.
- The ST combo also cleaves slightly (at highest portion on Zwerchau).
- Reprise is now just an upgrade to Riposte, simply allowing it to be used from range, dealing a bit less potency in itself but amounting to an identical total through CDR to Corps-a-corps.
- <Something something benefits of Mana imbalance opposite benefits of balance.>
- By the end of this, RDM should feel like its sword is a unique advantage, rather than a constraint, and it should feel like fewer buttons are wholly locked behind RNG or wasted on arbitrary recolors of otherwise identical actions.
SUMMONER
- Almost fully reworked again. Summons no longer mere CD attacks with a couple actions adjusted thereafter, and we no longer open with Bahamut. Instead, we have 6 summons primary summons (Leviathan, Ixion, and Fenrir added), with "Harmonious" combinations resulting in Phoenix and "Chaotic" combinations resulting in Bahamut, with those advanced primals available about once per 90s, but rushable or bankable to 60s-120s. To make up for the lost burst to no longer starting with Bahamut, Summoner now has some very bursty MP-intensive spenders within each summon that it can open up with.
- Each Summon has ~6 unique actions, which replace Summoners' new core of Ruin, Ruina, Ruinga, Prisma, Impulse, and Glyph. Summoner no longer has access to Physick; it instead gets a more versatile tool in Glyph.
- Yes, they're actual pets again.
- Yes, there are elemental synergies (largely replacing the forced rotation) and "stratospheric" skill ceilings in regard to the ordering of Summons, varied by fight and perhaps even by comp, but the general flow is pretty easy to pick up.
- Summoner has picked up considerable cross-role versatility from these changes, though they come at cost (from use, not [or barely] as a tax for merely having them).
MONK
- Form Lockouts removed, replaced by the (new/revised) Greased Lightning trait, which increases damage dealt by your weaponskills and reduces the recast time incurred by your weaponskills by 20% but loses 100%|50% of this bonus when using the same Form within 1|2 GCDs' time of its last use (technically granular, fading from 100 to 0% loss starting from the first to third GCD's time).
- Perfect Balance always guarantees the full damage bonus of Greased Lightning and Blitzes and skills used during Perfect Balance count as Formless (therefore not reducing the damage of the next skill of the same Form after PB ends).
- Form Shift removed, since it's no longer at all necessary.
- Bootshine now auto-crits.
- Positionals returned, at 60 additional potency for all but Demolish and True Strike (which get a mere 30 potency, increasing their flexibility). This is effectively a 90-potency difference for Bootshine, since it auto-crits.
- Per 20s, the Monk gains a charge of Flowing Fists, to a maximum of 3 charges. If the Monk has a charge, it is consumed upon missing a positional, causing that positional instead to count as if it had been positioned successfully. This cooldown is reduced by 1 second for each positional successfully landed.
- Twins Snakes and Dragon Kick potency reduced by 20. True Strike potency increased by 40. As such, True Strike should actually be worth having on one's bars, and the DK rotation will be long gone.
- Six-Sided Star is now a "roll over" ability that adds 1.5 GCDs' time to your existing global recast time, instead of a weaponskill of 2x global recast time. Potency decreased, but not quite proportionately, due to its reduced uptime cost. This makes it considerably smoother to include, and the slight buff to its potency-per-uptime gives it some use cases in finishing off a period of extremely dense buffs (tail of at least dense raid buffs or moderate raid buffs + Closed Position / AST Card).
- Riddle of Wind now increases your movement speed by 40%, doubles your auto-attack speed, and causes your auto-attacks to additionally strike all enemies in a wide line (200% dmg to main target), but its duration has been reduced to 7s. It now has two charges and its CD has been reduced to 45s, but it shares those charges with Riddle of Earth. As such, though you'll see a use of either per 90 seconds if there's nothing better to spend them on, they're predominantly situational skills.
- Riddle of Earth now causes you to generate a 15% HP shield in addition to its 15% (reduced from 20%) mitigation and reduces the cost of your next Chakra spender otherwise not affordable based on damage nullified by Riddle of Earth, but its duration has been reduced to 7s. It now has two charges and its CD has been reduced to 45s, but it shares those charges with Riddle of Wind.
- Anatman now additionally freezes the duration of all buffs on you, generates a point of Chakra and a second of Riddle of Wind and Riddle of Earth (to a max of 6s each) per 40% of a GCD while channeling. As such, it makes for a pretty decent downtime tool and a last-ditch defensive or emergency pre-burst tool.
Something i want for the dragoon:
A barrier like skill to reduce incoming damage. I think most meele have that kind of skill (samurai, monk, reaper, ninja has a evade skill) and it would be nice, to have that for the dragoon to (ok, shared his set in Arr with thank and maybe had earlier drg sets higher defense as other meele -not sure about that-, but rpe has a barrier skill and shares his set with drg).
Maybe name it dragon skin ore something. A skill, to imitate the hard skin/scale, that the dragoons probally has.^^
Gonna list the ones I'm most attached to:
Monk:
- Put the positionals back please for the love of god
- More oGCDs
- Excess chakra pips being held as reserve, for a maximum of 5. Could call it shadow chakra or something for flavor, would fit neatly as a lvl 60 capstone ability.
- Riddle of Earth has charges again. I would be completely fine with its current effect being nerfed or changed altogether (extra chakra pip?) to compensate, I just miss using it often
- Anatman doing anything different or just being put out of its misery. It's been stuck in a limbo since the GL removal
Dragoon:
- Flavor-wise, more emphasis on jumps
- A mit triggered by a jump ability, to somewhat emulate the jumps from the other FFs
- Elusive jump gets another charge
- Keep its oGCD heavy, frantic playstyle
Ninja: Trick attack/mug changes reversed
Machinist:
- Wildfire getting AoE falloff
- AoE turret
- Flamethrower generating heat
- Having an ammo system again would be pretty cool
Red Mage:
- Dualcast isn't eaten by sprint anymore
- Abilities useable by making Black/White mana unbalanced would be pretty rad, even though it clashes with the job lore iirc
Black Mage: AoE spells still go off if the target dies during the cast
For Machinist, I'd love to see Flamethrower get the Suzaku Kick treatment that BLU has, still a channel ability, but half the duration and has a finisher attached to it, would make it more engaging to use, maybe make it cost heat or you gain 20 or so when you use the finisher, could give it a lingering DoT or extra damage if done while Bio Blaster is active to give it synergy with its kit. Wildfire should also become an AoE skill like in PvP, give it drop off or w/e, but it would make it desirable to use in dungeon pulls.
For Bard, I'd kill to see DoT interactivity with its kit again rather than a flat 80% for a single tick, but alas, I know it will never happen.
For Samurai, I hope we don't get a single target version of Ogi-Namakiri at 92 (or w/e level) they always struggle with adding new SAM skills that aren't "X but AoE" or "X but single target" like Senei and Shoha II. I'd also like to see something else to spend Kenki on that isn't bloody Shinten. I would also like to see auto-crit removed, but I know this will never happen.
For Monk, do something with Anatman or just remove it, its sole purpose is to keep disciplined fist running which is such an insignificant gain that it barely counts as anything. Overall I'd like to see MNK a bit more considered in its design. I'd also like to see some upgrades to MNKs base combo, as all the skills it had from ARR could use a visual touchup.
For Black Mage, just don't fuck it up, that's it.
BRD :
- Debuff abilities, such as scholar's Chain Stratagem, that can be spread to other targets
- Actions become cast to give the bard it's own identity.
That way, we'll have 3 differents ranged phys dps :
- MCH dps oriented with instant actions.
- DNC buff oriented with dances.
- BRD debuff oriented with cast. (with 1.5 sec cast, it'll still be mobile)
BLM :
- Fire DoT
- Blizzard debuff (AOE that reduce attack speed for example)
- Non-DoT thunder spell with small cast time and an additionnal effect (stacks that increase the damages done with the next spells)
- Still no 2 minutes rotation
MNK :
- Positional return (front positional would be funny I think)
Posting this here as well, but another BRD change I want in 7.0 is to make The Warden's Paean aoe.
I wish SE would leave DRG alone.
This rework will certainly kill the job...
BLM:
- a stance (or buff) that will make your spells hit way harder but with double or triple cast time (the spells can't be instant cast).
We have already triple cast. Swiftcast. 15s on aetherial manipulation. Instant casts of: Fire III, Thunder, Xenoglossy, and Ice Paradox.
There are so many movement options for black mage that allow us to move anytime instead of casting.
Standing in ley lines is more a meme than reality. Any good black mage can move away from it and go back anytime.
We need something that gonna make us stay there and cast.
We need to think when to activate the stance (or buff) to make the best use of standing in a place and casting.
We need bigger numbers with slower cast time. So we can feel the explosions.
Also, all spells animations should scale to be bigger at that time. Because we need bigger and more flashy spells than red mage and summoner.
(you could think of it as opposite ley lines, make us stronger not faster)
RPR:
- Have Ingress/Egress teleport you based on current direction of travel rather than the direction you're facing (i.e. if you're strafing). Add a second charge. Regress snapshots only your first dash.
- Grow wings and gain flying outside of combat in zones that allow mounts.
- Fix Enshroud's design to reflect character design more closely (i.e. Viera ears).
VPR:
- Movement speed buff that requires activation, in contrast to NIN's passive.
- Combat Roll that moves you in the direction of current travel (rather than the direction that you're currently facing).
- 1.5s GCD burst phase.
- Multi-hit attacks that actually register as multiple unique hits.
- Don't skimp on positionals in the name of APM.
Separate MCH's autoturrets from automaton queen, give us the ability to pre-place them and also a skill to gap-close to them.
Put Bishop Autoturret in the PvE kit as well.
Also some way to use the automaton knights from the Vault.
Make flamethrower gain heat gauge.
I play RPR as main, and RDM as secondary. But I also favor GNB, DRK, and NIN. Since this is a DPS thread here I go with the DPS changes I'd like to see.
RPR:
- Some spells for it such as Drain, Aspir, and the Absorb-XXX series, and other dark-themed spells.
- Actual spells with spellcasting animations that use MP.
- I'd like RPR to become a melee-caster hybrid in the same fashion as the RDM, but completely dark/void themed as it is now.
- A permanent avatar summon.
- Avatar glamour to get Zero (Zenos' avatar).
- A rework of the "Harpe" hardcast animation. Currently doesn't look really well done. Add some secondary effect to "Harpe" such as damage down.
- A continuation (combo skill) after "Harpe" but only when it's hard cast.
RDM:
It is so well designed that I'm not asking for many changes.
- A regen spell.
- A second sword combo (we'll probably get a Moulinet continuation anyway).
NIN:
- A proper stealth/hide animation when moving in stealth.
- Actual stealth uses, like a stealing minigame, more assassination techniques while in stealth.
SMN:
- Permanent, physical summons like before.
- Shiva, Fenrir, Ramuh, Odin, Shinryu, and Diabolos.
- A "Book of Eikons" from which we can select 3 active summons (similar to BLU's book) to use in battle and make it more customizable.
- Plus one selectable demi-summon wich is temporary but works as a very high-damage skill. Example: Anima, Bahamut,
- Quests and trials to acquire more summons and add them to the book, similar to BLU.
DRG:
- Permanent wyrm pet like in FFXI.
MNK:
- Get rid of the "forms" system, most animations are awful and look horrible, especially kick animations.
- Some form of "Chi Blast" as in FFXI.
- Change the fighting stance to look more like Glasya Labolas (Syrcus Tower boss).
MCH:
- Reinstate the "reload" system. It was actually quite nice.
- Automaton Queen as a permanent summon (under certain circumstances).
- Rook autoturret should coexist with the Automaton Queen, we should have both, not one or the other.
- More flamethrower skills.
- At least one missile-launcher or missile-related skill.
Not interested in any other DPS roles at this time.
Late to this party, but, here we go.
BLM:
Black Mage has remained rather consistent and enjoyable over its life span, and I appreciate that. The only things I would change are...
-Adjust BLM's leveling process so they acquire Fire 4 and Blizzard 4 earlier in the leveling experience, so newer players can get more accustomed to what is ACTUALLY BLM's core rotation, sooner. And BLM doesn't get utterly kneecapped by level syncing under 58.
-Rewrite the Aspect Mastery Trait to actually list the spells that add a stack and refresh the Enochian timer. Not this "Certain fire and ice spells" crud.
Additions to BLM
-Ultima. Give. Now!
DRG:
I am just gonna say that I am hoping they keep DRG's 1 2 3 4 5 combo. Adjust things so they get their AOEs sooner. But also...
-Either reduce the CD on Dragonfire Dive, or give it a second charge. Or both. It being 2 minutes is ridiculous.
MCH:
Overall I think MCH is...fine. If they lean further into it being a selfish high APM job, then cool. Buuuut...
-Adjust Queen to not take up half her duration going through a summon animation. She is supposed to be one of MCH's big payoff skills and yet she sticks around for a couple hits then leaves.
-Bring back reload but have the bullets add to the job. Not kneecap it if you don't have any loaded.
-Don't bring back Gauss Barrel
-More Flamethrower stuff.
DNC:
The RNG sucks. So...
-Make it so if you have standard step up the proc chance goes from 50% to 75% and if you have standard and tech, you have 100% proc chance. That or a "Rhythm gauge" that charges as you keep standard up. Higher it charges, high proc chance gets. Or just get rid of the proc chance altogether cause it SUCKS!
-Fan Dance 3 giving access to Fan Dance 4.
That's all I got right now.