Y’all know PLD used to have raise right?
Regardless PLD doesn’t need raise back
Y’all know PLD used to have raise right?
Regardless PLD doesn’t need raise back
Paladin:
- Rework Cover. My recommendation would be to turn it into a permanent uptime buff that can be placed on any party member, including yourself, similar to Kardia. At baseline, it grants the target the ability to block incoming attacks, generating additional gauge. Defensive actions used by the PLD provide additional benefits to the Cover target.
- Give Clemency the opportunity to become an ability without cast time under certain conditions (i.e. successfully transferring a beneficial effect to a Cover target). In exchange, remove the lifesteal effects from offensive spells.
- Merge down Divine Veil and Passage of Arms down into a single action that does not restrict the PLD's ability to do damage while it is active. Perhaps turn it into a ground effect that mitigates damage and prevents knockback for all party members within its area of effect.
- Either do something more interesting with Shield Bash, or remove it.
- Reduce the recast on Hallowed Ground to 6 minutes.
Warrior:
- Make self-sustain skill dependent.
- Replace the magical barrier effect on Shake it Off with temporary HP. Do you remember WAR players trying to see how high they could boost their HP numbers? That should be built into the job design.
- Increase the recast on Holmgang to 5 minutes.
Dark Knight:
- More hitstop.
- Add in more GCD actions. A combo action that follows off of Bloodspiller could be interesting, as could a finisher that terminates Living Shadow early and deals additional damage based on the remaining timer.
- Find a way to bring the Blood Weapon haste buff back to the job, even if it's relatively short duration. Alternatively, just reduce the GCD of Bloodspiller (and an associated combo action, if you add one) to 1.5 seconds.
- Remove the magic only dependence of DRK's actions. If you are unwilling to change Dark Missionary's base effect, then it needs an additional beneficial effect to justify its use in non-magical fights. An expedient style speed boost would be nice.
- Remove the MP cost on TBN and just let it generate a self heal on the target when it shatters.
- Consider merging Abyssal Drain and Carve and Spit down into a single action that offers the benefits of both.
- Omnislash.
Gunbreaker:
- Replace Camouflage's effect with something similar to the old Shade Shift action. Create five shadows, each incoming hit gets mitigated up to X% HP damage.
- Remove the magic only dependence of Heart of Light.
- Perhaps introduce an 'Overclock' action, which makes the next defensive action more powerful in exchange for shortening its duration significantly.
- Lionheart.
All:
- Revise gap closers on all tanks so that they are not damage dependent and allows for creative movement techniques. Melee are significantly further ahead when it comes to pure freedom of movement.
- Experiment with timed counter-attacks. Could tanks bring a 'counter' move that can only be used when a red arrow tankbuster is up? Perhaps it staggers the boss and gives the group a miniature burst window to take advantage of.
To be clear, it’s not ME that wants these drawbacks to the skills. I’d be perfectly happy with copy paste raise for PLD and for WAR to get a utility move like that with no strings attached. But we both know SE won’t go for that due to their strict balance (see current cover and it’s pointless oath gauge cost, shield bash and the fact that literally everything is immune to stun, TBN and it’s janky mp cost, the balancing act between invulns). They simply don’t want jobs to have anything unique without some kind of drawback that makes it totally niche where it otherwise could be something that leads to unique and interesting strats.
Maybe my drawbacks are a bit overzealous, but it’s the kind of thing I’d expect SE to attach to such skills, not because I personally want those drawbacks. Could they have something more useful in its place? Maybe, but that’s just it. PLD and WAR are in a pretty good place, they have great self sustain, personal mitigation and group utility and in WARs case it also has high dps. Unlike DRK and GNB which still have gaps to fill, these jobs don’t NEED anything, so would it hurt them to get something unique, even if it gets nerfed so hard that it will only have niche use cases?
DRK- Add a small heal potency to Quietus while under the effect of delirium. Add small heal effect while standing in salted earth. Remove the damage aspect of abyssal drain, unlink it from C&S and keep it OGCD.
PLD- Upgraded animation for holy spirit. Add damage mitigation to bulwark. Upgrade animation for goring blade.
GNB- Either extend no mercy window or remove no mercy and just increase all potencies. Make double down guaranteed direct critical hit.
WAR- Add one OGCD dps ability. Add a mitigation ability maybe 10 or 15%. Other than that the job is perfect.
I wouldn’t be against PLD having a rez again. Maybe if it was 5000 MP, 3 min cooldown it would be too busted. I think I’d like see kit worked to include more shields, like Holy Sheltron could be 15% shield and 15% mit instead of 30% mit and regen, a similar change would be made for intervention and the magic attacks could give shield instead of Hp, something like that. I just think it’s strange that the shield job, doesn’t really shield.
WAR is pretty good right now lol, maybe the healing could toned down a tad bit for a little more mit, and I think another stack or 2 of upheaval would be nice
For DRK I hope they give a healing effect to Blood Weapon like it deserves and crack out TBN. Honestly DRK is probably next on the rework block
Not sure what to do for GNB but I like your idea
First off don't give Paladin Rez, it would come at a massive damage loss or defensive skill kit loss I love the idea of paladin being the "Utility Tank" But I feel like rez would actually do more to take that identity away unless you gave Paladin even worse damage.
Heres my list for each tank: (Not including GNB because i actually think all i want changed about it is in the general tank changes)
Paladin
1. Fix utility such as Cover and Clemency to be useful in more situations, Don't remove Clemencies "run saver" or "solo" uses though. Shield Bash should be a OGCD aoe stun attack IMO, that replaces their gap closes damage.
2. Remove Sustain from magic attacks, some of that sustain should be put into Clemency (such as a ocgd) or moved to holy shelltron healing, but paladin should have slightly less sustain in total.
3. Make goring blade a second combo finisher again, Don't bring back the strict DOT. But make goring blade another combo again, as right now ur just pressing atonement a tad bit too much, PLD should focus on GCD combos.
4. Remove Intervention and make Holy shelltron targetable, reduce CD to 1, Effect *cannot* be applied while under Holy shelltrons effect (aka you cannot fat finger the button twice on the same person at full charge).
5. Merge holy Spirit/Holy circle into a cleave attack, Merge FOF/REQ into one Buff. Makes space for a few new abilities without removing anything meaningful.
Warrior
1. Reduce party sustain aspects, remove shake it off's heal effect in turn for a stronger barrier, Warrior in AOE situations shouldn't heal for each attack.
2. Bring back having to choose between your healing on short CD or your defence on your short CD.
3. put overpower/Aoe Overpower (whatever its called) on gauge, Gap closer also on gauge.
Dark Knight
1. Rework its entire rotation to be less of a clone to warrior
2. Give it slow over time sustain such as a 100 potency heal on each hit (not each target), so that it's draining the life force of its enemy slowly.
3. Rework some of its defensives Oblation/dark mind
4. Give Reward to TBN good usage not a refund. I like this ability but at the same time there needs to be more of a reward for using it correctly.
5. Make it's animations look more like a "dark knight" and not just a big sword user with the rare spooky dark effects.
General Tank changes:
1. Make the 30% mitigations Different, I don't care if ones better then the other I want some uniqueness.
2. Gap closers shouldn't do damage or should be apart of a gauge (like warriors) where it's damage neutral.
3. Damage Range shouldn't ideally be that different, Some little amounts is fine depending on the tanks utility, ease of use ect. A tank shouldn't hopefully be far behind and even if it is very slightly behind it's utility needs to be half decent and not super situational.
Warrior being perfect always gets a chuckle out of me. Yeah maybe, if you enjoy the gameplay equivalent of banging two rocks together.
- Bring back some semblance of gauge management so it isn't just the Fell Cleave gauge, Upheavel and Onslaught go back to costing 20 gauge. Return Onslaught to it's original purpose, a situational gap closer + gauge and GCD manipulation. Potentially introduce another oGCD gauge spender to spice things up a bit.
- Inner Release having stacks is all fine and dandy, if it didn't also remove any interaction with the rest of your kit, such as guaranteed direct crits on Upheavel, Onslaught, Nascent Healing and Vengeance reflects.
- Reduce the ability to extend Storm's Eye, maybe we don't need to return back to 30 seconds max but it certainly shouldn't go up to 60 seconds. Remove the +10 seconds on IR activation, make people think about when to refresh Eye again.
- Absolutely return the self-healing back to being performance-based instead of flat X potency per GCD. On top of that remove Bloodwhetting's healing so you need to choose between healing (Nascent Flash) and mitigation (Bloodwhetting).
- Remove the healing from Shake it Off, it's unnecessarily overkill. If you really want it to have an additional effect you could add the old aoe Esuna back in for some very niche usage.
- Or something wild, remove Nascent Flash/Bloodwhetting entirely and reintroduce old Inner Beast: 20% mitigation for 6 seconds, heals for damage dealt, costs 50 gauge. (Of course this would only work if fights actually required the additional mitigation or you're just gonna spam Fell Cleave instead)
All of those of course presuppose that we move away from the god awful 2 minute meta or we don't even need to start talking about changes to the gameplay loop besides "more potency to throw into the raid buff window".
Last edited by Absurdity; 08-15-2023 at 11:24 PM.
Maybe design ideas not with what Creative Business Unit 3's devs have in mind when theys have a track record of making terrible design decisions and don't double down on what is already bad by making even worse designs.
You have the freedom to literally think of anything and you choose to restrict yourself to their balancing philosophy. Why?
(also TBN MP cost is hardly as jank as being the last damn mechanic a DRK needs to have a braincell for so if they remove the MP cost I will f-ing riot.)
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