Open Party Finder for all Data Center NA EU JP
Everyone has different timezones it would be better if Party Finder is Active 24/7.
Open Party Finder for all Data Center NA EU JP
Everyone has different timezones it would be better if Party Finder is Active 24/7.
I noticed the difference between retainers and alts in your post. Line 1 implies the player is not lazy, line 2 says players are too lazy and need to be less so, line 3 allows players to be more lazy. Gather the stuff from ephemeral nodes sure, allow them to gather them as turn-in capable or aetherial reduction quality, super lazy.
If your referring to my comment on Kabooa's post then, it's that I wouldn't consider a character on another server an alternate. It just that server's main character.
Last edited by OcieKo; 04-18-2018 at 05:36 AM.
There is a difference in being lazy example ( people complaining about eureka NM trains while standing on the side waiting to pop fate ) and making sense. Example, retainers you can only raise a retainers job based on your efforts by leveling it up. In terms of laziness; Retainer is gathering materials you have collected your self for exchange of retainer currency is not being lazy, it's a way SE tried to keep players from being repetitive as an alternate solution. Being that you have crafting at 70's I'm surprised you don't see this.
When you think about it ( if your a craft) having retainers farm your resources for currency is not being lazy, it helps speed things up in your down time.Lv up potions help compensate for some and skip levels so that they can catch up and be with their friends....yes it worked however it cut the experience learned as a player and we are left with people who think they know their job at the get go. Sure they can learn it as they play but it gets annoying.
So it's more of the concept of too many players wanting an ice trophy for just trying that gets annoying. Tired of being in parties were people don't understand the simple 101's of tank/healing and expect people to carry them. For crying out loud can't even gear themselves properly and expect people to keep raising them.
Last edited by ManuelBravo; 04-18-2018 at 06:00 AM.
My 5.0 job ability/mechanic wishlist:
BLM: Burst -AoE damage that interacts with your DoTs. Enhance Scathe and Freeze to make them more usable.
RDM: Poison as an instant cast DoT would be nice.
SMN: Enhance Energy Drain so it’s used more, or have it turn into Pain Flare at 52, while keeping the Drain effects. More egi glamours. Change Physick via traits so it does something useful for SMN (maybe even make sustain SMN exclusive and remove it from SCH).
SCH: Dissipation should automatically resummon the opposite Fairy that it consumed upon ending. Fairy cooldowns should be reset when it’s used. Adjust Fey Caress so if it doesn’t remove a debuff, it lets the next debuff be avoided (like BRD).
WHM: Change Aero line into AoEs like Aero III, learned around 35. Change current Aero and Aero II into Water and Water II, add a Water III. Swap Fluid Aura for Protect for Role Actions. Change Protect to function like it does in PvP and give the current Protect Effect to Light and Full party bonuses.
AST: Reflect: similar to Vengeance but increases Magic defense and counters attacks with less potency, cast on another party member. Add an AoE DoT at 50 or below.
BRD: Stacatto - increase current song’s critical effect on one party member to 8% for a short duration (10s). Tether so they know to stay within 25y. While tethered your song gauge is frozen in place and will not tick down.
MCH: Either a trait that changes your reloads to give you special ammo or an ability called Dark Shot that reloads with special ammo. Ammo loaded would be random at equal chances. You’d either get normal bullets or ones that apply Slow, Blind, or Silence. Ammo appearance in gauge would visually reflect which bullets were loaded.
NIN: Change Hyoton to extend your placed Trick Attack by a few seconds (“freezing” it in place). Change weaponskills so they make more sense: Aeolian Edge extends Huton, Armor Crush applies DoT and slashing resistance, Shadow Fang just deals damage.
MNK: Change Meditation to Boost, it’s too close to SAM’s Meditate in name and Boost is an iconic move. Add a ranged attack Chi Blast that consumes chakra orbs and deals damage based on how many are consumed.
SAM: Increase Third Eye duration to 5 seconds. Add Hasso, short duration buff that gives weaponskills a 30% chance to hit twice.
DRG: Call Wyvern - a wyvern appears and does a random elemental breath attack in the same way that MCH flame thrower does damage. Lasts up to 10s but drains your dragon gauge. Pressing it again or running out of your dragon gauge dismisses the wyvern and places it on cooldown. You can still use your own attacks while it is called.
DRK: Merge Blood Weapon and Blood Price into one button that changes depending on if Grit is active or not, like WAR abilities do. Adversity - For every 10% of your max HP that you lose over its 40s duration, you gain a 3% bonus to damage dealt, stackable to 20%, only usable in Grit. It would be visually represented by the blue spikes representing Grit is active. Each spike would grow more prominent to represent the stack.
WAR: add a trait that gives a slight chance to double attack on your auto attacks. Then add a buff that increases this chance and allows attacks that land as double attacks to increase the beast gauge by 10 each.
PLD: Swap the levels that Total Eclipse and Flash are learned. Add increased enmity to Total Eclipse. Remove Flash from the GCD and add a 15s cooldown. Upgrade it via trait in 70s to extend the duration of your active Circle of Scorn DoTs by 6s.
Last edited by MartaDemireux; 04-19-2018 at 04:34 AM.
A separate thing I hope happens is a major change to SMN without actually changing SMN as I like that it shares a class with SCH and the gameplay itself feels pretty fluid, minus some of the pet problems.
Bahamut was a move in the right direction. I know it’s like beating a dead horse but I feel strongly about how SMN doesn’t feel like much of a SMN. Our spells should be replaced with abilities that show an aetherial (ethereal as well lol) projection of the appropriate primal. Bio/Miasma could stay as is for that FFIV flair and I wouldn’t change any of the existing potencies or core gameplay but:
Ruin III: Replaced by an Ifrit animation.
Ruin IV: Replaced by a Ramuh animation.
Bane: Replaced by a Garuda animation.
Fester: Replaced by an Titan animation.
Energy Drain: Replaced by a Leviathan animation.
Tri-Bind: Replaced by a Shiva animation.
Tri-Disaster: Replaced by a Magus Sister’s animation.
Painflare: Replaced by an Odin animation.
Resurrection: Replaced by a Phoenix animation.
Shadowflare: Puddle animation the same but placed by Diabolos.
I’d keep the Bahamut things as-is.
I’d also keep Carbuncle as a pet for FFXI flair and so SMN is still recognized as the magical DPS pet job (and to not interfere with Bahamut). I’d move Summon II to SCH only. Carbuncle would be melee with physical auto attacks but magical abilities like Ifrit, but it’s abilities could be used at a greater distance than Ifrit. Instead of wind attacks I’d have Carbuncle use familiar abilities (all magical):
Shining Ruby = Radiant Shield
Poison Nails = single target damage.
Searing Light = AoE damage.
Holy Mist = Contagion
Glittering Ruby = Aetherpact/Devotion
Enkindle could be used to transform Carbuncle for a short time into Fenrir and reset pet cooldowns. Same moves but dark themed and stronger. It would be a buff equivalent to a 300 potency attack.
Shining Ruby = Lunar Roar
Poison Nails = Eclipse Bite
Searing Light = Howling Moon
Holy Mist = Lunar Bay
Glittering Ruby =Ecliptic Howl
Rouse would be repurposed as an enmity dump to carbuncle for soloing purposes and could potentially keep the buff as well.
Last edited by MartaDemireux; 04-19-2018 at 07:21 AM.
Note the thread title, please -- Systems, Features, and Content Types.
If it's not just part of a larger nameable systemic change, please leave it to any of the many class threads, general or specific to the class you wish to adjust.
My SMN overhaul, if you read it, is 100% about thematic change and fits the bill according to this part of your OP.
As for my other post, the specific job adjustment page that appeared on the “popular” tracking on the home page would have necrobumped a several year old post and my search for anything current to share ideas lead me to your thread. But, even within my job-by-job post there several new features as suggestions, like allowing all healers to knockback, amplifying the WHM theme in terms of their Conjury and lack of water. A whole new way to play SCH by implementing fairy rotations. It seemed to make sense for this and instead of flooding the forums with new posts I put it in the one that, from my understanding, seemed to fit the bill well enough.
“Content Types” is also very vague and by nature includes job related adjustments which would certainly count as polishing the game. Apologies if my interpretation didn’t align, but I don’t think I caused any harm.
Last edited by MartaDemireux; 04-19-2018 at 02:37 PM.
I don't know if I'd class it as a full fledged feature, but I would like my GC chocobo to be able to come with me and my GC squad on missions as an alternative way of getting him some XP.
I'd chuck that in 5.0.
Remove the party feature in the company shop to progress and raise the air frame capacity pls.
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