Making spell speed so that as well as increasing speed of casting, it also increases the speed of DOT ticks and regen ticks.
- More stats to choose between on gear. Critical Damage, Mp Regen, Tp Regen would be the three I'd choose since everything else is pretty well represented.
- Raids being changed to have 3 bosses, as you've said. For one, it makes the raid more of an actual spectacle (some time investment required once you learn turns). For two, it gives a better chance at loot, even at the cost of progressing faster.
- More variety of gearing options. One set of raid gear, all of which is 5 item levels above tome/other current level gear. One set of Tome gear at current item level. One set of alternative 'alliance' raid gear 5 levels below current item level. Alliance raid gear has one or two slots, and can only be melded that number of slots (cannot exceed 2).
- Cooldowns removed when you wipe. (This is something that should already be in the game).
- After that change above, it'd be way more viable to have 10 minute cooldowns in the game. Cool skills (Level 60) that are really flashy, and greater reinforce the strengths (and maybe even the weaknesses) of your Job.
- Multi-hit weaponskills/abilities. If your skill animates and looks like you should be hitting the enemy twice, split the potency (which may buff most attacks naturally), and have it hit multiple times with x potency per hit.
- Phoenix Down is able to raise a party member, but has a cast-bar (slightly less cast time than raise, can only be used once by every party member per raid).
- When you hit level 60, your Job gains a new name (for example Paladin->Holy Knight) and a questline that unlocks 'slots' for your skills.
- Skill Slot system. 2 per skill. The slots can be filled with skill-based materia. So instead of stat points, this Materia has skill-related bonuses. "TP Regen on hit", "Chance to critically hit +%", "Potency +", "Defense +" would just be a few of the basic materia. Then you'd have SPECIAL materia you could gain in other ways, like quests or high-end raids. Those special materia augment things like, "Jump distance + 5 yalms", "Goad effects all party members, less TP regain", "Trick Attack duration +5 seconds".
Deleting every single Lala? Please.
The combat system will be adjust so it's easier to see enemies in large groups of players.
On an unrelated note, the new tome gear will be upgraded through a new type of FATE...
Hmm maybe some job redesigns? And some open world dungeons! ^^
The accessory thing addresses imbalances that currently exist with the stat systems and helps to prevent confusion over which accessories one should be wearing. Would you want your WHM wearing a full set of VIT accessories? It also speaks of awful, awful design when the meta for a particular role calls for them not to use the gear that's explicitly assigned to them.
The point is that 7 "Main Stat" confers so much more of a benefit than 6 Determination that it makes absolutely no sense that the main stat materia would provide more raw points. Determination materia is fine where it is but the main stat stuff should be scaled back.It's because it's secondary stat, and scales well with the other secondary stats's materias. Besides, I'd like to have grade V materias when 3.0 comes
Right now, crafted gear is grossly overpowered. Unless you have some method in mind by which materia melding can be changed to be based on skill rather than pure RNG, then something like this is literally the only way to dial it down.No thanks. Or you ease SBing by like 1000%, because it's a real pain in the ass as it is now
Wouldn't work? It already worked in the STR and VIT determines damage paradigm in 1.0 for Warrior, which people are tending to agree was a more robust and flexible stat system. It likely wasn't removed for any reason resembling VIT not making sense as a damage stat, but rather as a part of simplifying the stat system as a whole for ARR. Now that we have this solid base under us, the devs did express a desire to look into possibly adding more complexity into things again. Besides, I fail to see how a "hardier" person can't swing a weapon harder than someone who is less so.wouldn't work. I could somewhat agree on a "vitality increases your defense" like the stamina stat works in other games, but damage is not what vitality brings
The other option is certainly making parry useful, but that is actually impossible when one considers the scope secondary stats are currently taking. As I said, these points of parry wouldn't count toward gear allocation. You'd just get parry because you're a Tank. There's literally no room to whine about it because it's free: you lose absolutely nothing for having it. If Dark Knight is truly a Dodge/Parry tank, then something like this will be necessary for anyone who wants to play as Tanks other than Dark Knight once in a while.apart forcing us to have parry, what does it do ? Just rework parry to actually be useful instead.
Sure, it might be unnecessary, but that's not the point. The point is to be silly and/or crazy here.only benefits SMN, and wouldn't be fitting. Also, WMN will be reworked for 3.0 with changes on Spell speed, so that may not even be necessary.
"It wouldn't work" and "it's not fitting" seems to be a running trend with you. If giving Dexterity to the tanks is not fitting when it provides a benefit that only they would use, then what is the point of it providing that benefit at all?Dexterity has no use for tanks except increasing parry rate by a bit. While being an increase, it's not fitting.
You know what's also bad design? Having more than one stat that does exactly the same thing. When we count together Weapon Damage, Main Stat, and Determination, we have three stats that do exactly the same thing. This point also assumed that perhaps they'd add additional stats in 3.0.removing a stat in a game where the few stats present are already boring is just bad design.
The only increased difficulty here is a harsher benefit for losing hate... which some people desperately need if they're ever going to grow as tanks and some DPS need in order to learn that aggro is actually a thing that exists. This point, though, primarily serves one purpose and one purpose alone: preventing Tanks from "tanking" something outside of the Tank Stance while in party based content.unnecessary difficulty is just dumb. Leave instant kills and tank busters in raids, they do not belong in dungeons.
If the MT is full VIT and the OT is a Paladin in full Strength, that MT is going to lose hate to the Paladin. But, this is really just another method of discouraging tanking outside of the proper stance.and again, no point. If you steal hate as OT, you're bad or your MT doesn't know how to 1-2-3. period.
The idea is that if you slip into the stance while the fairy is already out, the healing potency decrease hits the fairy right then and there.it already does if you summon a fairy while in stance
None of us have any business stating what will or will not be balanced at levels above 50. We should leave that word at the door for now.No. Balance should prevail, and this throws balance out of the window.
They have nothing in common? If anything, what currently exists has nothing in common: it makes no sense that a critical hit from a pet would increase the master's spell speed. Isn't that odd on its own? It already makes more sense for a critical hit to enhance more critical hits.these two stats have nothing in common. Please be serious.
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And finally...
Now this is a cool idea. Let's hope something like this actually happens! Progression would become more than just gear![]()
Minfillia's boobs receive a minor reduction in size. Oh the nightmares!
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