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  1. #141
    Player
    Jade3173's Avatar
    Join Date
    Sep 2015
    Location
    Gridania
    Posts
    139
    Character
    Ayis Luola
    World
    Cerberus
    Main Class
    Bard Lv 80
    Quote Originally Posted by Exodus-E View Post
    Once again, not gonna happen as "Fire V".
    Best case scenario, they could replace it with another spell entirely as an upgrade for it (like WHM's Stone IV -> Glare).
    Depends on if they take from the Kingdom Hearts series, which uses the same naming scheme as FF. There is the "-za" from that series and I don't think we know where it falls in terms of the naming scheme power
    (1)

  2. #142
    Player
    Exodus-E's Avatar
    Join Date
    Apr 2014
    Location
    Gridania
    Posts
    506
    Character
    Swygnebb Ahldhyltsyn
    World
    Ragnarok
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Jade3173 View Post
    Depends on if they take from the Kingdom Hearts series, which uses the same naming scheme as FF. There is the "-za" from that series and I don't think we know where it falls in terms of the naming scheme power
    Thus far, it's only been used in the KH series (and nowhere else).
    It remains to be seen whether it stays exclusive to it or not.

    For now though, the -ja suffix will remain the highest tier for spells in the FF series.
    (1)
    Forever waiting on *new* Egis/summons (e.g. Ramuh-Egi).

  3. #143
    Player
    Dyvid's Avatar
    Join Date
    Mar 2011
    Location
    Maelstrom
    Posts
    3,057
    Character
    Dyvid Pandemonium
    World
    Adamantoise
    Main Class
    Blacksmith Lv 90
    Well I've mained SMN since beta so I would first like to see it streamed lined into a more cohesive rotation. It's have too many gimmicks that just don't mesh well together.
    • First would be DWT and Bahamut. I like what they did with FBT but don't want to copy it. Rather I would like to see something like this. DWT Summons Bahamut @ 70 and changes Ruin III to Ruin IV, Bahamut would use Wyrmwave as an auto attack with 2.5s. Casting a spell would add a chance that would Wyrmwave would upgrade to Megaflare (higher pot AoE attack). Then change his Enkindle to GigaFlare. Next Bahamut and Phoenix would have a larger radius (double) for their attacks but not follow the player while in combat. Rather they would be grounded at the spot they are summoned to help prevent the missed attacks caused by movement.
    • Second would be Aetherflow. Aetherflow would be useable outside of combat but would be the main resource for Egi Assaults. Aether stack would help charge a gauge for new summon. More on that down below.
    • Third would be Egi Titan and Devotion. I think it's time to put Titan to bed and just change it to a Titan Summon animation that applies Earthen Armor to the player. Devotion would just be a Sophia Animation that applies the buff to the party.
    • Next would be Egi Appearance. Number one complaint still is Egi appearance along with Egi Glamour. I believe it time to add these feature in 6.0. Doesn't have to be the size of Demi, maybe Hume? Appearance doesn't even have to be that of FFXIV Primals. You can add a new appearance all together.
    • Last would be new Summon Mechanic. After 4 Aether Stacks (Egi Assaults) a new summon is ready; Tempist Odin for Single Attack and Tempist Alexander for AoE. Once used, the summoner starts written in their book and a charge gauge starts to build. Once full or the summoner moves, the Summon is called that does an attack then disappears (one and done).
    (2)

  4. #144
    Player
    Sorzai's Avatar
    Join Date
    Jul 2017
    Location
    Gridania
    Posts
    60
    Character
    Atreus Yevon
    World
    Kujata
    Main Class
    Monk Lv 90
    Hmm for me i would like to see RDM getting into melee range more often than how it is currently. Rather then having to use Corp-a-corp then casting spells.
    (1)

  5. #145
    Player
    Kolsykol's Avatar
    Join Date
    Jul 2015
    Posts
    3,024
    Character
    Aelona Chillwind
    World
    Lich
    Main Class
    Ninja Lv 100
    MNK needs less RNG...
    I am beginning to get really damn frustrated with how inconsistent my damage is, there's obviously RNG with all Jobs but on SAM and NIN I never feel like whether I'll do trash damage for my gear is dependent on RNG.
    It's more like I do normal damage and if I get lucky I reach higher numbers, but on MNK it feels more like '' am I going to do shit damage or ok damage? ''.

    It's especially frustrating because of how hard I have to weigh between lower ilvl gear because of higher crit or higher ilvl but less crit which only makes the RNG problem worse.
    Upgrading your gear shouldn't feel like a sacrifice.

    I am getting so tired of feeling like MNK as a Job is constantly working against me and as if I have to actively try and struggle just to have fun.
    Bit ranty but holy shit it has been especially bad today and I am legit getting mad, I just want to be able to enjoy my favorite Job...
    The worst thing about it is that I don't even feel happy when RNG is on my side, I just feel relieved.
    (7)

  6. #146
    Player
    dezzmont's Avatar
    Join Date
    Mar 2019
    Posts
    171
    Character
    Gaen Zaer
    World
    Hyperion
    Main Class
    Culinarian Lv 100
    Black mage: The job is legendarily solid, so I suspect we are going to mostly get trait upgrades to make the 'side aspects' of the job nicer. Maybe something done to Fire 1, 2, and 3 to make them snazzier (and make fire 2 like... usable), maybe a new way to utilize thunder procs. Nothing radical like changing the core rotation or adding a lot of new buttons. Changes to how existing buttons work.

    Bard: Dot management is sorta... not interesting on the Bard. Simplifying the dot to a single button that gets upgraded via traits so that the rotation can become a bit more active or more utility OGCDs can exist just makes a ton of sense. The job is in a weird space where it is both braindead AND busy, which is never an ideal combo, and a LOT of its buttons are redundant with each other and which could in theory be 'merged' into one skill. Also, the job gauge tracking all of your cooldowns and procs in one space would be nice, as bard has some bad spread in the UI unless you specifically set up your UI for bard.
    (0)
    Last edited by dezzmont; 05-04-2021 at 03:08 AM.

  7. #147
    Player
    Noraiga's Avatar
    Join Date
    Jun 2017
    Posts
    55
    Character
    Noraiga Celesteis
    World
    Omega
    Main Class
    Monk Lv 90
    Rework Monk, that's the first thing that came up for me...
    This class have some real rusted "tools" and no real bones to his identity ( the last blow have been the cut of greased lightning animation ).
    ( i hope also that they change some animation skills... )

    And NIN : Give me back "Dancing Edge" !
    (0)
    Last edited by Noraiga; 05-03-2021 at 08:36 PM.

  8. #148
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,441
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    It's a job I've been learning to love lately, as a BARD:

    1) Let us have the same impact of support as a Dancer. The pattern I'm seeing is Dancer supporting another single unit with a huge buff like it does now, and Bard diluting the same support but across the whole party... As it does now as well with the songs, but the weight of the buff is kind of unfair to Bards. If both are bottom barrel personal DPSers because of the "support", let that be meaningful for both of them.

    2) Bloodletter animation needs to go off faster. It's a reactive oGCD, yet visually it feels like if you're doing a GCD.

    3) Repelling shot is useful when the boss requires everyone to be close/stacked in/etc, but would certainly benefit for a longer backflip range. If I need to be in the short distance it covers, it's usually better just to walk there.

    4) A fourth song, but one at a 120s recast timer. Maybe something cool that changes the BRD gameplay for its duration.

    5) A better visual indicator of Bloodletter procs during Mage's Ballad in the Job Gauge. And even better, let us stack up to 2 or 3 procs.

    6) Fluff thing... But it would be cool if we had a way to cosmetically change our song's instrument for one of the Performance list. Would love to wield a violin instead of a harp.
    (1)

  9. #149
    Player
    Kalaam's Avatar
    Join Date
    Nov 2019
    Location
    Limsa-Lominsa
    Posts
    781
    Character
    Kalaam Nozalys
    World
    Phantom
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Raikai View Post
    It's a job I've been learning to love lately, as a BARD:

    1) Let us have the same impact of support as a Dancer. The pattern I'm seeing is Dancer supporting another single unit with a huge buff like it does now, and Bard diluting the same support but across the whole party... As it does now as well with the songs, but the weight of the buff is kind of unfair to Bards. If both are bottom barrel personal DPSers because of the "support", let that be meaningful for both of them.

    2) Bloodletter animation needs to go off faster. It's a reactive oGCD, yet visually it feels like if you're doing a GCD.

    3) Repelling shot is useful when the boss requires everyone to be close/stacked in/etc, but would certainly benefit for a longer backflip range. If I need to be in the short distance it covers, it's usually better just to walk there.

    4) A fourth song, but one at a 120s recast timer. Maybe something cool that changes the BRD gameplay for its duration.

    5) A better visual indicator of Bloodletter procs during Mage's Ballad in the Job Gauge. And even better, let us stack up to 2 or 3 procs.

    6) Fluff thing... But it would be cool if we had a way to cosmetically change our song's instrument for one of the Performance list. Would love to wield a violin instead of a harp.
    Currently learning Bard too.
    I feel like the base attacks should have a "pseudo-cast time". As in: if you don't move, you take time to aim and draw and fire a stronger attack, if you move while firing it still shoots but at base potency. That'd be pretty nice and a good way to buff a bit the base attacks.

    For point 5: a clear sound alert when Mage's Ballad procs would be perfect.

    6: Yes, just yes
    (0)

  10. #150
    Player
    LeonKeyh's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    655
    Character
    Leon Keyh
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Raikai View Post
    It's a job I've been learning to love lately, as a BARD:

    #5 is something that could be improved upon all over the place. I'd love to see better visual/audible indications of melee classes hitting positionals, hitting combos correctly vs incorrectly (make it obvious that you missed a combo step), anyone overcapping a resource (RDM mana, GNB shells, SAM Kenki, etc etc etc), healers significantly overhealing (e.g. if 30% of your heal is "wasted", play a sound). There is a lot of room for improvement on general feedback that would make a lot of classes feel better.

    As for your other points, I just have a few comments:

    1) I would love to see classes that are better at support, but I am not holding my breath. The main reason why DNC works is that it's easier to balance. No matter what the content is, you're buffing 1 person. BRD spells are a bit more difficult to balance since you have instances where you may be buffing 3 other people and some instances where you would be buffing 7 other people. I'm not saying it's impossible and I'm not saying that they shouldn't figure it out, but it is a bit tougher. I began playing BRD because I love being _good_ at support classes, then realized that's really not what it is.

    3) Repelling shot is something that should just be removed.

    4) I'd like to see some meta rotation of songs with some simplification of other aspects of the job; Something like (just using numbers instead of song names) 1->4-> 2-> 1-> 2-> 3-> 4-> would certainly add something more interesting than just cutting Army's off 20 seconds early.

    6) Again, would be cool, having played a violin during my school years, I approve of your selection.



    There are a few interesting Bard archetypes that I've played from other games that really stuck with me and were a lot of fun.

    RIFT's bard had a song that you kept up all of the time, songs that were strong cooldowns, and songs that were always available but would only last ~6 seconds. So you would weave in keeping up the 6 second songs that were important at the time. FF14 could do this as OGCDs and it would feel like you're actually a Bard and not a Mage Archer.

    EQ2's bards were always loved as well. One for an ability that drastically reduced recast timers (Troubador - Jester's Cap) and each bard had a similar ability that would add a 100% damage proc on physical or magical attacks. Everyone loved seeing a bard, and I miss getting excited seeing a "support" class.
    (1)

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