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  1. #61
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,423
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    They really need to look at lvl 50 content and the abilities we have at that level because as new expansions come out it only makes healing and tanking that content worse because you dont have QoL skills.

    For example DRK doesnt have a AOE combo until mid 70s. PLD doesnt have a gap closer until mid 70s.

    The healing changes have made healing anything under lvl 60 a complete chore due to the skills available.
    (4)

  2. #62
    Player
    Elkanah's Avatar
    Join Date
    Sep 2014
    Posts
    913
    Character
    Shikaree Sinhunter
    World
    Hyperion
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Derio View Post
    They really need to look at lvl 50 content and the abilities we have at that level because as new expansions come out it only makes healing and tanking that content worse because you dont have QoL skills.

    For example DRK doesnt have a AOE combo until mid 70s. PLD doesnt have a gap closer until mid 70s.

    The healing changes have made healing anything under lvl 60 a complete chore due to the skills available.
    You dont need your full aoe combo at level 50 though. Even with big pulls. Yes, it helps with the return of mp of course, but a few quick aoe's and you have all the hate needed (as long as you're properly geared). Since the update of enmity, it doesn't seem to be much a problem at those levels with the singular aoe. The gap closer for PLD and WAR definitely need a change though, personally
    (0)

  3. #63
    Player
    Noctisnine's Avatar
    Join Date
    Mar 2018
    Location
    Limsa
    Posts
    111
    Character
    Winter Valentine
    World
    Twintania
    Main Class
    Gunbreaker Lv 90
    There are so many interesting things they could do, many jobs still have useless skills that serve any purpose. They should first replace those such as fluid aura for white mage. Second should be upgrading old skills with new ones. In some cases jobs need a complete rework such as monk, the least played one right now really needs love. I think scholar and astro will need a lot of new stuff and more dps skills to become interesting again. I can see red mage getting a lot of changes as well, specially on his aoe rotation. Warrior definitely needs some love now cause it went from most popular to least played tank. I also hope they rework delirium and blood weapon on DRK maybe even fusing both or something giving it back his old attack speed buff. Jobs like SAM, GNB, PAL, DRG, NIN, BLM, WHM will most likely get a very little number of new stuff, cause they are already very solid.
    (2)

  4. #64
    Player Mindiori's Avatar
    Join Date
    Jul 2016
    Posts
    163
    Character
    Reika Hanehara
    World
    Ragnarok
    Main Class
    Archer Lv 70
    Based upon the rest of the market trend and assuming they prune consistently to match the level increase, you could actually end up with even less to press as it were. Thats the unfortunate result of a rigid progression system, that decides it needs to bloat smash backwards. They used the same excuse in other mmo's and compared to the prior depth, what it was replaced with was almost laughable. It makes lower content almost 'require' a skip pot - or die of boredom.

    With them wanting to enhance the low end of the game, its feasible to assume that there will be a re-balancing of when you are awarded certain abilities. This gives them the added advantage of needing to add less to the skill pool at the high end by better distributing across the lower. Unfortunately that mentality of keeping it 'dumbed down' doesn't lend well to instances like Monk, where they will likely yet again only marginally bother to address rework concerns in favour of wanting to wait out the effects of any skill reshuffle.

    Any major balance change, has to be viewed in the scope of all jobs and instances in which they will be applied. Considering the lack of challenge in 95% of the game and the people still complaining even then, as a reference point, its unlikely you'll get much addition - without further removal; or just a lack of movement all together. So I wouldn't get your hopes up. The more they add at this stage, the more they are going to go in circles chasing their own tails. Certainly you can expect something for the new level bracket but the question you should really ask is;''at what cost''.
    (0)
    Last edited by Mindiori; 06-05-2020 at 09:13 AM.

  5. #65
    Player
    SpeckledBurd's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    710
    Character
    K'ahli K'uhla'tor
    World
    Balmung
    Main Class
    Monk Lv 100
    Quote Originally Posted by Derio View Post
    They really need to look at lvl 50 content and the abilities we have at that level because as new expansions come out it only makes healing and tanking that content worse because you dont have QoL skills.

    For example DRK doesnt have a AOE combo until mid 70s. PLD doesnt have a gap closer until mid 70s.

    The healing changes have made healing anything under lvl 60 a complete chore due to the skills available.
    Yeah they definitely need to normalize the levels at which kits start coming together.

    Every job with an AOE combo should have it by 50 (Dark Knight, Ninja, Dragoon), every gauge should have it's AOE and single target gauge dumps before level 70, and no major quality of life skills should be in the 70-80 range unless there's an equivalent down low.
    (2)

  6. #66
    Player
    Kaiserdrache's Avatar
    Join Date
    Aug 2018
    Posts
    305
    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80
    I do hope Jobs get with 6.0 a final complete endgame overhaul with the goal to

    - fix the issues of healers and tanks being too similar in gameplay design due to too stiff combat design that doesn't react flexible enough on the group composition to make it possible for healers n tanks to be very differen't, because if they are too different without flexible encounter rescaling balance in background, then you risk that certain healer or tank jobs can't handle every situation, meaning that you might get kicked, if you don't play the right job...
    Thats a no go, but is total boring, when two of 3 job typs are way too samey, just only because of game design n balance reasons, when all that needs to be looked at, that the enemy balance should be more focured around the tank/healer composition. That potencies, health ect pp should vary stronger, based on which types of tanks n healers you have, because then and only then is it possible for the devs to change the gameplay between the healer n tank jobs more drastically, add more depth to those roles and so on

    - to redesign neccessary jobs to fix their completely weird and not well thought out designs, to create either neccessary space for correct missing jobs, like Green Mage, like Time Mage, like Rogue/Gambler, like Necromancer, or to fix in general the designs, to make them more fun and interesting, or simply more fitting to the job term/lore, like Monk, like Machinist, like Bard, like Astrologist

    - add more depth in regard of character progression based on new skills naturally up to Lvl 99, new tales as also upgraded skills n tales, but also implementing ways to make the jobs via extended progression mechanics more interesting, like
    - Master Jobs, final Job Tiers that add new Job Mechanics and improve previous ones
    - Secondary Weapons, enabling jobs to use different Weapon Types or basically the same weapon, as in different Combat Styles like Offensivd, Defensive, Supportive, giving different effects to weapon skills or talents
    - reworking the complete Materia System for Endgame Content to make Materia moree interesting, useful and fun, because under the current design its just braindead dumbed down boring garbage, sorry but it is like that nothing but just lame stat numbers that could in theory diredtly get merged to the gear stats and just remove materia slots, cause the game is anyways balanced around slotted gear stats, so we wouldn't miss anything, if se would remove materia slots n simply nerge their stats to the gear's base stats.

    By the end of this should have all Jobs like 40-48 Skills, Job Skills should get completely removed, their effects should get integrated into job based individual skills, this will help inmaking jobs feel more differently, instead of feeling like being the same, due to using skills with the exact same names and effects. 48 Skills would be on PS4 exactly 3 full Skill Bars a 16 Skills each to switch back n forth to that can be displayed from maximum like 8 skillbar sets we can have. Some may use them naturally for items or emotes as well too.
    40-48 Skills for each class is I think an optimal number, because it makes sure you have enough skills to use, while waiting on others to reload, making it better to rotate through them, without having too wait on something.
    It makes jobs more interesting by giving them eventually mutipld different attack patterns due do enough skills for that to come up with various builds of skill rotations

    To come to an end, FF14's job and combat as like progression systems n mechanics still have alot of unused potential, and i'd love to see FF14 getting closer to using all this potentil, once we reach with the game its ztrue end game state, when leves reach their zenite with 99 and Ilvl 999, so that the devs can put their focus then fully on class balance around what is there, instead of constantly adding every addon a new lvl cap, new skills ect.._

    But by the time we get there, i guee it takes more time, than 6.0, I guess maybe we can get to this point first at 7.0, but I wish so much we could have this already with 6.0, because then 7.0 could get fully focused around story n gameplay features n less around Jobs
    (0)
    Last edited by Kaiserdrache; 06-06-2020 at 03:02 AM.

  7. #67
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by ForteNightshade View Post
    To be blunt. Who cares? It wasn't like seeing your DoT mattered in that content, especially hunts. Those get zerged into oblivion.
    Now with cross world visiting they do, but on smaller servers zerging wasn't quite as effective. World Boss fates, S rank hunts and Alliance Raids were very difficult for Bards, Summoners, Monks, Dragoons, Ninjas and Scholars during ARR and HW. In many cases dps checks were failed because people could not see debuffs, dots and even buffs because of the display limit.

    Frankly, I think it had more to do with more casual players not maintaining said DoTs so the devs wanted to make things more straight forward.
    The fact that DoT/Debuff/buff display limits caused problems was one the stated reason that the number of DoTs was culled in StB. You could not maintain your DoTs/reapply your Dots properly if you couldn't even tell if they were on there. It was actually possible for a full party to nearly hit the display limit on its own.

    The resistance down Debuffs on the other hand were culled due to forcing compositions.
    (2)

  8. #68
    Player
    Sheldinn's Avatar
    Join Date
    Apr 2017
    Posts
    24
    Character
    Sheiban Dalamiq
    World
    Exodus
    Main Class
    Summoner Lv 100
    For summoner I'm really happy with how they play and would just like more visual changes. For example change it so instead of casting bio or miasma I temporarily summon a leviathan and shiva egi to place dots on the foe and then disappear. Could really be done to pretty much all the summoner spells. Even just changing ruin so that it cycled through summoning various egis to shoot something at the target would go a long ways to making summoners feel more like summoners.

    Also would love to see more demi summons added to the cycle. again it doesn't have to be functionally different just visually. I like the current summoner gameplay just would like to lean more into the true summoner theme visually.
    (2)

  9. #69
    Player
    Avatre's Avatar
    Join Date
    Jul 2017
    Posts
    2,852
    Character
    Avatre Drakone
    World
    Cactuar
    Main Class
    Dancer Lv 100
    I would prefer if they just give us more traits that upgrade the skills from what they are currently at, rather than give us more buttons to try and fit on the bars.
    (0)

  10. #70
    Player
    Yani-Madara's Avatar
    Join Date
    Oct 2019
    Location
    Limsa
    Posts
    44
    Character
    Kaiser Veritas
    World
    Brynhildr
    Main Class
    Samurai Lv 80
    Almost done maxing all dps at 80 (missing 3 that are in the 70s) and I have to say getting new skills is my 2nd favorite thing about the game so I hope they keep 'em coming.

    Button bloat can easily be solved by merging skills like Nin's assassinate and dream within a dream to appear in the same button after it gets combo'd. Another good example from the game is Summoner's Phoenix changing abilities.

    Also there are some classes like Monk that have way less skills than others.
    (1)

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