For the overheal, maybe not. It would often play on crits and would diminish the satisfaction of having one.
Monk: Six-sided star changed to a high dmg skill with cooldown or put off global cooldown with reduced dmg and a 10-15 cooldown after use, so we can use it at any point we need the movement speed.
Machinist: AoE battery spender.
Makes the Queen deals AoE damage, boom, here's your solution.
It's really surprising that many people wants an AoE battery spender.
Do you remember how much you use Bio-Blaster in raids, normal, trials, savage, ultimate? Every single target content?
That's how much you'd press the AoE battery spender. I truly doubt there's a part of the community that spends most of their days running dungeons.
Both me and my Bf miss the Aoe turret on machinist. And yes it was mainly used in dungeons but you can say that about all AoE skills on any job. I would love to see it come back. It was fun and fit the job lore.
BRD: overall one thing i want is a way to make the soul gauge feel less disconnected from the rest of the kit. a way i would propose would be like an action that costs about 20 or 50 gauge on about a 120-180 cooldown that makes the next song buff given to the party much more powerful than the base. but also. make Apex arrow a flat 50 gauge with a fixed potency that is somewhere between is minimum and current maximum potency. also. for outside raids and more for content with a lot more need for AoE. give Shadowbite a trait that allows the spread of the Dot's from the target to nearby targets that are also hit. while BRD DoT's are a large part of the damage for a class. having a move that allows to spread the dots overall on a longer cooldown (in this case 60s as both Sidewinder and Shadowbite share a cooldown) may help balance it out. and also... i guess make emperyal arrow once again compatable with barrage. though that is not as needed as barrage grants straight shot ready currently.
Paladin: only main thing i have a gripe on current Paladin is the HP scaling on Spirits Within to damage, mostly on the basis that it feels rather counterintuitive and penalizes one of PLD's main 2 OGCD's that is often used off cooldown if they have to hold lead aggro for an extended period of time. would like to see the HP scaling gone or not attribute for 2/3rds of potential damage. and the return of the Cover trait that was cut in 5.0 if cover retains the 50 gauge cost.
MNK should just have a passive speed buff like NIN, we used to have it when we sat in FoW but then we lost it when they removed GL and made us sit in FoF again............ ( Can't faking catch a break as MNK ).
I kinda agree that it should be an OGCD or like a high dmg burst skill tho but also at the same time we already have OGCD's to the point that we can't weave them all effectively ( especially if you get lucky with Chakras ), so probably rather a bigger hitter like Xenoglossy on BLM.
Overall I am just kinda tired of getting new flashy abilities that rarely end up being used tho, we've already gone through this since Heavensward with both Tornado Kick and SSS, watch them add another ability like that again next expansion I wouldn't even be surprised at this point.
So that's why I'd rather just have a new ability be that Xenoglossy.
Part of me just want them to keep SSS as it is and just give us a passive speed buff, because I don't just want to have the new thing in the next expansion be old Tornado Kick/ SSS 2.0 I want it to be something new.
And if they do that with SSS I have a strong feeling they'd just give us ANOTHER ability like that as our new ability to take its place, it kinda ends up feeling as if you're always an expansion behind every other Job.
Then make it part of the ST rotation. Not something draining the same resources and making BioBlaster/Drill mistake.
Many AoE skills have a purpose, some of DRG jumps are AoE yet are part of the single target rotation.
AoE GCDs works, simply because you'd spam 1 or 2 buttons AoEing if they didn't existed. GNB AoE are faster to get an additionnal cartridge.
GNB also has Bow shock, an important ability in its ST rotation.
Plus, what is good about a button existing only for the fun and lore that will be pressed 15% of your whole experience. And MCH has already so few actions, especially when it comes to single target.
And you can't have Bishop anymore, it's Automatons now.
I can't remember the last time I used:
-Quietus and flood of Darkness from DRK
-WAR's cyclones.
-SAM's Hissatsu:Guren.
For dungeons I only play MCH and GNB so I see those actions, but I don't for the other job I play in other content.
I want even more active tanking for PLD.
I want more utility to NIN beyond just TA.
I want more dance partner actions for DNC.
I know i'm going against the tide here but I couldn't care less to just have more buttons to press non-stop. I just want more utility.
I... Kinda understand where you're coming from, and sort of agree on what's the point of complex AoE skills if the places we get ot use it are so braindead?Then make it part of the ST rotation. Not something draining the same resources and making BioBlaster/Drill mistake.
Many AoE skills have a purpose, some of DRG jumps are AoE yet are part of the single target rotation.
AoE GCDs works, simply because you'd spam 1 or 2 buttons AoEing if they didn't existed. GNB AoE are faster to get an additionnal cartridge.
GNB also has Bow shock, an important ability in its ST rotation.
Plus, what is good about a button existing only for the fun and lore that will be pressed 15% of your whole experience. And MCH has already so few actions, especially when it comes to single target.
And you can't have Bishop anymore, it's Automatons now.
I can't remember the last time I used:
-Quietus and flood of Darkness from DRK
-WAR's cyclones.
-SAM's Hissatsu:Guren.
For dungeons I only play MCH and GNB so I see those actions, but I don't for the other job I play in other content.
But then, that's the thing... I - really - wanted them to invest more in challenging 4-man dungeon content so such abilities would be more valuable.
It's funny that a lot of requests around jobs actually depends on how the content, you fight against, is designed.
More than that, it's button bloating with buttons you won't use. It's okay to have an action or two that will be rarely used such as AoE combos. It's better than spamming the same button again and again when there's multiple targets.I... Kinda understand where you're coming from, and sort of agree on what's the point of complex AoE skills if the places we get ot use it are so braindead?
But then, that's the thing... I - really - wanted them to invest more in challenging 4-man dungeon content so such abilities would be more valuable.
It's funny that a lot of requests around jobs actually depends on how the content, you fight against, is designed.
For the past weeks, I've been doing nothing but farming Diamond EX, how much did I used Auto-crossbow? Not a single time. The buttons just takes space.
Skills should not be designed for which content, but for all battle content. Dungeon, Bozja, Savage, Extreme, Ultimates, Unreal, they should be usable in every content. And if it's based on a choice (ST/AoE for exemple) it shouldn't be unbalanced, not the same choice 95% of the time. I think there was a single time when Bio Blaster was worth the use in savage.
Last edited by CKNovel; 05-10-2021 at 07:32 PM.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.