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  1. #1
    Player
    BlaqWolv's Avatar
    Join Date
    Jun 2019
    Location
    Gridania
    Posts
    3
    Character
    Kol Sern
    World
    Leviathan
    Main Class
    Machinist Lv 90

    Future Job skill additions or changes you wish to see in 7.0 and beyond

    I'm new to the forum so i thought i'd ask a basic but fun question as a hello and way to meet everyone going into DawnTrail o.o

    So... what kind of skills or skill changes do you want for your main jobs in future patches and expansions? Would you like anything specific? is there a problem or an oversight you'd like to see addressed? Are you a positional enjoyer or not? Tell me it all.

    For me, I love my endwalker mch but there are a couple wants i wish would be added that would make it feel complete, for me personally at least. for me, i think for Mch i would love some form of movement, a mine or cluster grenade aoe skill, and a button that gradually charges 25 or 50 battery gauge over time. and maybe another combo like Wildfire but for the Queen cause i love them but alone they're kind of.... just there.

    How would these work? Maybe combining the combo idea and the mine/grenade skill?. like, throw the grenade and it sticks to the enemy then explodes a few times, doing a small bit of aoe damage each time, but adding the queen to it does bigger damage each time the queen lands an attack. or just more damage on the final boom depending on how much damage the queen does with Crowned Collider, which is calculated by the amount of battery gauge used to summon them. heck, if the grenade charged the battery gauge while it was out or just when the queen is used with it, that'd be even better o.o

    also, an extra charge for it down the line would be nice for more Queen time and for more beeg BOOM damage. that, plus the wildfire combo together would be pretty neat imo. As they say, Click, click, BOOM!!

    I feel like this would add more flare to the job. Make more use of the battery gauge that really is only there to fund the Queen anyway atm, and being that we are going to get stronger and stronger as we go this kind of tinkering with the queen and their usefulness in battle just makes sense for what the mch as a job does. In my mind, the WOL as a mch wouldn't just be finding new ways to shoot things but to improve their entire kit in order to get stronger as more threats and adventures arise. that includes more than making the queen punch more, harder, again. this would be an idea that I personally would have as a mch and WOL, obviously lol, so i would love to enact that fantasy in game. Plus, more big BOOMs are never a bad thing :P

    as for mch movement, that to me is simple. i just need a quick rocket jump to an ally. lol doesn't even need to do any damage. just let me aggressively jumphug my friends mid battle like a Sage can. That would be great, kthanksbye.

    Not really sure if any of this is at all possible but it's fun in my head to think about and i hope to hear more ideas from everyone xD

    What would you guys do with your main jobs?
    (4)
    Last edited by BlaqWolv; 08-19-2023 at 11:11 PM. Reason: typos

  2. #2
    Player

    Join Date
    Apr 2022
    Location
    6.08 Hissatsu: Kaiten Give it back !!! obviously, mhm.
    Posts
    879


    I want my Hissatsu: Kaiten back!! Unchanged, not lobotomized.

    Aside from that? I want Tenka Goken not to be a darn Circle change it back to a Cone only with increased Radius and reach! Merge or fuse Senei/Guren - Shoha I and II to not be split for less bloat that players seem to complain Samurai has. Heck can even overlap Ikishoten and Ogi Namikiri for even less bloat. Small Quality of Life changes would be to reduce Shoha's recast time down to 1 second, so we can just cast it whenever we have build up 3 meditation stacks which benefits helps us feed it into raidbuffs easier Lastly? having Meditate refresh ( not generate ) our Fugetsu and Fuka buffs. Oh! I have no idea why Tenka Goken doesn't Auto-Crit? they seem to just have forgotten about that after they implemented Auto-Crit change I guess but idc much about this part.
    (11)

  3. #3
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,166
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    For Scholar I’d like to see…

    Physick II (upgrade to Physick. Or just an adjustment to the spell itself) - Restores HP with a potency of 350 to the target. Additional effect: grants Fey Something (lol), increasing the strength of Embrace and Fey Union on the target for 15 seconds. Makes Physick somewhat more desirable for quickly healing lower amounts to damage to top off any ally’s HP, or precasting on tank before a tank buster so the fairy can deal with healing.

    Adloquium and Biolysis increase/reduce damage dealt to/by the target, two charges on Deployment, Biolysis can be spread with Deployment (copy+pasted from PvP lol)

    Energy Drain removed
    Embrava - Increases critical hit rate of target by 3%, 30 sec duration and cooldown. Also affected by Deployment. Consumes Aetherflow.
    Kaustra - Deals damage over time to target (less overall potency than Broil IV / Biolysis) but also increases damage taken by 5%. Also affected by Deployment (though that’s maybe too OP, even for my fanfic ability ideas lol). 30 sec duration and cool-down, Consumes Aetherflow.

    HP Shield spell that detonates when the shield fully breaks or duration expires, dealing damage to enemies in a cone from the shield target. Damage based on potency of the shield, or maybe based on remaining HP of the shield itself (second would make it very hard to use lol). Costs same as Adloquium, but cannot be deployed.

    New Fairy Abilities / Adjustments
    Fey Wind - Extends duration of currently applied buffs / debuffs by 10 seconds, 120s cool-down.
    Fey Caress - Restores HP to targets within range (30y, 200 potency) and removes one debuff. If no debuff is currently present, grants targets a shield that nullifies the next removable debuff.
    Fey Illumination - Increases healing received by targets by 10% and reduces damage taken by 5% .


    I couldn’t think of new names so I stole the old Selene ones everyone forgot about lol. Also changed Fey Illumination to be more in line with current skill design (it’s still stuck in 2.0 for some reason lol). Also I am well aware that there’s I literally 0% chance of any of these ideas every actually happening so please don’t @ me imaginary haters, about how it they would never work in ffxiv and I should be ashamed etc etc lol. It’s just fun to imagine what the job could be lol.
    (1)
    Last edited by Connor; 08-20-2023 at 12:31 AM. Reason: I thought of another good one lol

  4. #4
    Player
    ThaCa's Avatar
    Join Date
    Mar 2022
    Posts
    853
    Character
    Wise Fuchsia
    World
    Phantom
    Main Class
    Summoner Lv 90
    Add 2-4 more skills to the PvP kits and adjust health to compensate.

    For PvE, rework the roles from ground up.

    DPS are now all greedy or almost, if anykind of support style is retained it should be entriely on one subrole such as phys ranged. No more weird outlier within subrole such as mch or blm compared to rest. Either all are greedy or all support.
    Makes it a lot easier to balance them in comparison to each other and reduces buff stacking, now they can go wild with the kits without worrying about matching timers as much and allow for each Job to have more unique flavor.
    Ranged Tax is basically removed, comps still benefit from the role % stats so everyone wants to bring at least 1 of each sub role but have more freeform options with the rest.

    Tanks are now proper protectors. Since enmity management and boss positioning is mostly dead, majority of the mitigations are now Tank responsibility and reduced/removed from other roles.
    This opens options for raid mechanics that hit hard other people than Tanks and require their help to save spesific targets instead of just helping dealing with raidwides.
    Reward proper mitigation by allowing Tanks to have DPS gain abilities that become avaiable by mitigating dangerous hits and raidwides, allow them to build some mitigation buttons by doing their DPS rotations.
    Cyclical design teaches people to play better and feels more rewarding when doing either of the things right.

    Healers are now more true supports along with their healing. The few remaining party and single target (non-self) buffs for damage and such are now moved to healers.
    Similar cyclical design to Tanks should reward proper healing and shielding with juicy DPS buttons and have the Healers build some potent heals or buffs by going through their DPS options.
    Optionally they could cleanup the difference between shield and pure healers to allow more freeform comps, but that would probably require even more reworking and might not be worth the hassle.

    Ideally Jobs could go more wild with their designs and just have the numbers tweaked to bring them in-line with the rest if they start to drift.
    More freeform compositions allows players more options on what Job they want to play, should PF or Static for example like playing double phys or magic comps instead of melee they could do so without penalties.
    With majority of the party buffs gutted and the remaining being healer responsibility, the burst windows would be less rigid and fights wouldn't have to rely as much on those windows instead of more constant steadier damage.
    (0)

  5. #5
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,166
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Quote Originally Posted by ThaCa View Post
    snip
    I do agree with all of this, role responsibilities have become far too homogenised, to the point that we’re nearly playing a role-agnostic ‘holy trinity’ game lol.

    But what would happen with the jobs that are designed to be in-between like Red Mage and Summoner? They’re not quite supports, but they’re not quite full damage dealers either, and are more defined by their versatility. It’s hard to imagine them going to either end of the extreme without losing out on what makes them unique.

    That said, if the new caster job coming is Dawntrail is a ‘greedy’ type pure dps like, there could be ‘pure damage’ casters with that and Black Mage and ‘versatile casters’ with Red Mage and Summoner. But then, that does end up with the same problem of roles within roles within roles lol
    (2)

  6. #6
    Player
    ZephyrMenodora's Avatar
    Join Date
    Oct 2014
    Location
    Gridania
    Posts
    2,293
    Character
    Zephyr Menodora
    World
    Zalera
    Main Class
    White Mage Lv 100
    SMN: Leviathan. Something I've wanted since day 1.

    Also - welcome to the forums!
    (2)

  7. #7
    Player
    SomeGuy22's Avatar
    Join Date
    Apr 2022
    Posts
    127
    Character
    Galv Avalan
    World
    Zalera
    Main Class
    Monk Lv 90
    (14)

  8. #8
    Player
    ThaCa's Avatar
    Join Date
    Mar 2022
    Posts
    853
    Character
    Wise Fuchsia
    World
    Phantom
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Connor View Post
    I do agree with all of this, role responsibilities have become far too homogenised, to the point that we’re nearly playing a role-agnostic ‘holy trinity’ game lol.

    But what would happen with the jobs that are designed to be in-between like Red Mage and Summoner? They’re not quite supports, but they’re not quite full damage dealers either, and are more defined by their versatility. It’s hard to imagine them going to either end of the extreme without losing out on what makes them unique.

    That said, if the new caster job coming is Dawntrail is a ‘greedy’ type pure dps like, there could be ‘pure damage’ casters with that and Black Mage and ‘versatile casters’ with Red Mage and Summoner. But then, that does end up with the same problem of roles within roles within roles lol
    I don't think RDM or SMN would lose their entire identity if they went heavier one way or another. The existence of disparity within subroles is one of the main weaknesses is current Job system and keeps griefing the devs, people tend to run BLM in melee spot at some comps because of how different they play. If they want to ever have less issues with the subroles they need to decide whether to give BLM and MCH sufficient utility to match the others or rework and give new identity to the rest.

    I would rather see DPS released from the indecision and push everything towards greedy DPS, it would unlock the most options when it comes to playstyles and compositions. It would also make them more balanced in smaller scale content like dungeons where the disparity between group compositions can be quite large. Also improving the solo experience where you can use some personal utility but barely get anything out from current party buffs and utility.
    (0)

  9. #9
    Player
    Monokhrom's Avatar
    Join Date
    Mar 2023
    Posts
    57
    Character
    Florence Rozurill
    World
    Ravana
    Main Class
    Gunbreaker Lv 96
    I think it'd be sick if Dancer got another dance besides standard step and tech step. We really don't need another button to press during Dancer's burst window.
    (1)

  10. #10
    Player
    SweetPete's Avatar
    Join Date
    Dec 2013
    Posts
    990
    Character
    Princess- Princess
    World
    Coeurl
    Main Class
    Alchemist Lv 100
    I just want my support nature like caster dps job. Please let the new caster be nature like. Needs some plants in my life.
    (3)

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