Quote Originally Posted by Lyth View Post
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.
Nice list of ideas, would like to give feedback...

PLD:
1.) Not a big fan of this... I'd like to keep it simple and start by removing the Oath gauge in the first place then go from there.
2.) On one hand, I see the point with Clemency. On another, I don't think I'd want the offensive spell healing to go away, it seems good flavour as a Paladin at Lv90+.
3.) Eww. Just make Passage of Arms a major cooldown that acts like Temperance. Nerf duration to compensate.
4.) Noted and agreed. Personally I'd be ok if it replaced Riot Blade or becomes part of the rotation somehow.
5.) Reeeaaaally unsure about this one, especially in light of the re-addition of Bulwark and the change to (Holy) Sheltron.

WAR:
1.) Sure I guess
2.) Ok I see your point however this literally just makes it worse. Shield HP vs increased Max HP is the same in terms of eHP, but with how it interacts with mechanics that put your HP to single digits you can kill people with this if used during and would require use of the skill after that so you don't delete the benefits after suffing such an attack (typically "Charybdis" or similar).
3.) The only reason I'm ok with this is because I am sick of warriors who don't understand the concept of "I don't have the same invuln cooldown as you". Would also love the shitshow it would cause in DSR *laugh*.

Dark Knight:
1.) What does that even mean?
2.) Cool with more GCD actions and combo paths, not a fan of Living Dead finisher - will just be used as a damage tool now for what is a significant defensive cooldown.
3.) Blood weapon I want back and quite honestly, after our 47.5% uptime from Stormblood, I'd be pissed if I only got like 10-20% uptime on it. But hell no to the Bloodspiller 1.5s GCD unless they do what they did for Crit + Direct Hit and give skillspeed / spellspeed bonus damage if a weaponskill / spell is already at cap GCD speed.
4.) Agreed to a point. I think giving it more power against magic attacks is ok, just that it shouldn't be virtually useless in the lackthereof. Dark Mind could use the Addle treatment (where it also has -10% phys mitigation) for example.
5.) ...this will most likely make the cooldown go to 25s and I am not a fan of that. The regen can be added even without the MP cost change and I'd prefer to keep the MP cost just so I can have a single braincell active when playing DRK to keep 3000MP pooled when needed. No need to make it virtually the same as every other short CD.
6.) Not against it but also not for it. I'd prefer a decoupling as before EW and other changes before losing either of them.
7.) lol Melee LB2

Gunbreaker:
1.) I... guess? The idea is novel but I also like current Camouflage, ngl.
2.) If that is the only change to it, I'd like to see a nerf like duration to 10s as 15s of omni mit is kinda silly and more of a phys ranged thing.
3.) OK that is very cool, I'd be on game with that.
4.) Yes.

All:
1.) I'd prefer to keep the damage on gap closers - in fact the one tank that had the only GOOD one was Warrior before Endwalker where the damage was neutral in 99% of cases and was used when needed and once per Inner Release. Would like more of that rather than damage-less gapclosers.
2.) I don't know. Vengeance alone stretches the ice incredibly thin, much less a generic tank counter that behaves a bit like stuff from TERA for instance. Maybe not the right game for it.