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  1. #11
    Player
    LilimoLimomo's Avatar
    Join Date
    Jul 2023
    Location
    Windurst
    Posts
    1,135
    Character
    Lilimo Limomo
    World
    Siren
    Main Class
    Black Mage Lv 100
    Tanks:
    Gut tank healing so that self-sustain re-enters the atmosphere.
    Healers:
    Remove most, if not all, oGCD healing.
    (3)

  2. #12
    Player
    Renathras's Avatar
    Join Date
    Dec 2014
    Posts
    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    I play a lot of Jobs, but also don't play a lot, so...

    Overall: Encounter design to be less a scripted puzzle with pass/fail mechanics and body checks. I'm not saying it needs to be so unique an AI is actively inventing new mechanics, but it shouldn't be entirely predictable such that players can plan out CD use of the entire party to the second. Bosses need to autoattack while casting again, and in general, we need either more damage or weaker heals (or both) so that healers actually have need to hit GCD heals. We also probably need to reduce mitigation and especially non-healer healing and non-tank mitigation across the board. What remains should be people having to make choices with trade-offs. I often point out Clemency and Vercure are good abilities because the players using them have a serious consideration of whether the healing is so needed they have to give up being a DPSer for a minute to use it, unlike stuff like Curing Waltz or Nascent Flash which aren't trade offs as using them costs nothing other than the CD itself and it doesn't disrupt their rotation or cause them to shift what they're doing (Nascent not having Bloodwhetting's mitigation is pretty irrelevant considering the healing). Pass/fail mechanics should go away, as if everyone dies to a hit of anything, it means there's little for healers to heal or help the party recover. Body checks shouldn't exist outside of Savage/Ultimate, and should be used sparingly, not as a substitute (one person messes up, everyone dies) for actual difficulty. In short, make encounters less a scripted dance and more open ended, I guess. Finally, the 2 min meta REALLY needs to go. Even where it seems like it might be nice, it just causes problems. At its very best...it still constrains Job and fight designs like a boa-constrictor choking the life out of its prey.

    Tanks:

    PLD: I somewhat like new PLD, and I've been playing it since ARR. But some of it just doesn't make sense. Why is Goring Blade still here? Sentimentalism? Just make Royal Authority upgrade to it. Why are FoF and Requiescat different buttons? They're always used together. Put Req's damage into Confetior. You already have to use Confetior to unlock Swords. Just have FoF also give Confetior Ready (and the boosted spellcasting effects Req currently bestows) and then have Confetior have Requiescat's initial damage. IF we're keeping Tank sustain, give PLD its' before level EIGHTY-FOUR. Give PLD a low level Cure 1 spell that can upgrade to Clemency. Remove the gauge cost on Cover, it's not OP anymore, and the gauge cost doesn't dissuade that anyway. PLD overall has so many buttons, pruning/combining a few is probably not going to be make or break. Otherwise, PLD feels pretty good right now, specifically how flexible Holy Spirit is now makes it actually live up to the name of semi-caster Tank that can keep attacking even during brief disengages (or longer ones during its burst), and it feels more unique because of it.

    WAR: I'm mostly fine with WAR, honestly. I think it does too much healing, though. Nascent shouldn't heal the WAR. It should be you heal yourself OR a party member, not both. Does Shake It Off REALLY need a HoT? WAR isn't too bad, but it's a bit too powerful and "does everything".

    GNB: Honestly feels pretty good overall to me. I do think Sonic Break has no purpose (like Goring Blade) and should be removed. Double Down feels better, but I don't know why we got an extra powder gauge just to have it consumed with this every time anyway. Likewise, why is Bow Shock a clone of Circle of Scorn? But overall, I think just removing Sonic Break would clean things up pretty good. That or make No Mercy last a few seconds longer. Either way we could get that last elusive Burst Strike into the burst window. I think my only complaints about GNB aside from Sonic existing is that some abilities are weird in the level up process, like your 1-2 AOE generating cartridges but you not having an AOE spender until way later. But the end-game experience I actually think is fine. There is a part of me that wishes Bloodfest was a 1 min CD that generated 1 charge since, in addition to making the 1 min burst burstier, it would make the Job a bit less pushed to the 2 min meta of sameness as everything else, and it would also be up more often, making it more useful for wipe recovery. The current one may as well just be an automatic effect of every other No Mercy or generated by using Double Down for all the "depth" it (doesn't) add.

    Healers: Overall, they need to be less...samey. They all have mostly the same DPS rotation, and SCH and SGE have a LOT of overlap in abilities and mechanics. They still feel distinct in some situations, but these are things that get optimized out (like SGE having more free movement while applying GCD shields vs SCH having a bigger infrequently available big party shield when it has Recitation and Deployment Tactics up). GET RID OF the "Pure"/"Barrier" split! It has been an abject failure and just made healing balance and feel worse overall. It also breaks with "bring the player, not the class", and AST completely breaks it wide open with Netural Sect (DO NOT take this as me advocating getting rid of Neutral Sect! It's one of the coolest abilities I think AST has, and this is me saying quite the opposite!) anyway. The Healers should all have some mitigation and healing options. If you want there to be a focus, the Pures can have barriers on a CD and the Barriers big heals on a CD, but right now SCH can do it all, AST can kinda do it all, and WHM has less party mitigation than BLACK MAGE does (Addle, against a boss that is targetable and doing a magic raidwide, reduces damage for the party by 20% every 90 sec while Temperance does the same thing every 120 seconds; in what world does it make sense for BLM to have more party mitigation than WHM??). And, of course, those earlier mentioned "General" changes. I WON'T speak to DPS buttons since I've done that to death other than a very brief blurb, but I DO want to say they should not all have the same. A healer having a DoT+Nukespam is fine. EVERY healer having a DoT+Nukespam is not fine. Give people who want something else an option to do something else. SGE should have been this, at the very least. But likewise, for people that like what we have now, make sure they get to keep that. We have 4 healer Jobs, make them not identical! And there's pretty good logic to giving them more abilities at earlier levels. They can have low level versions that upgrade by Trait later, but having things like Affaltus Solace at a low level should very much be reality. MOST healing should also be GCD, it would really break up that "nukespam" monotony if we actually...had to hardcast heals. It would also require encounter design be made with that in mind, either having GCD heals that are instant/short cast, or encounters with periods of low movement (at least for healers). oGCDs should be less powerful and less a replacement for GCD healing, and more modifier/augment buttons like Emergency Tactics, Deployment Tactics, Recitation, and Plenary Indulgence. Having a healer Job or two with oGCDs is probably okay since some people enjoy that playstyle, but it shouldn't be the default.

    WHM: Mostly like it as it ks, though it's kind of annoying that using any GCD heal other than Lilies is almost always "bad", despite this being the playstyle ingrained while leveling, and something lots of people are more comfortable with anyway. My ideal situation would be to let WHM actually use more of its GCD kit. Right now, Solace and Rapture are EFFECTIVELY "Eukrasia Cure 2" and "Eukrasia Medica 1", but everything else is off the table. A part of me would just like those removed and the Job to have an "Afflatus" ability in its place that makes the next GCD heal instant cast, cost no MP, and generate Blood Lily. That would open up options for using Regen or Cure 3 more often. Another change, rework Freecure (also the AST one) to where casts of Glare had a chance to proc it. Not saying this one should do the Blood Lily thing, but it'd be nice if Glare interacted with LITERALLY ANYTHING ELSE in the kit, and your basic heal seems like the best option there. Slash the MP cost for Medica so it actually has a purpose in being used every now and again and Medica 2 isn't always simply better in every way (the base cure + first HoT tick of Medica 2 does the same healing as Medica 1, making Medica 1 entirely redundant as the 100 MP lower cost isn't really significant in most situations). A part of me wants to say make Assize a GCD at this point, too, but I dunno. And for the love of god, give us Solace at level 20-30, not 52! (And maybe a low level version of Misery, too; really establish that "spend Lilies early and often, get big boom" early on rather than all the way in ShB). DO NOT do the SCH thing and make us have to optimize using a healing resource for damage, though. "damage >>> all" means, in practice, you'd just never get to use it to heal. And be careful of button bloat. WHM already has bordering on 30 abilities, and when you add Sprint, LB, and Tincture, you're at 33. If we have more added, we need it to be things upgrading or have some things combined (Cure 1 -> Cure 2?). Also, Cure 2 could do with a lower MP cost. WHM's MP economy is worse than AST's, so why do all spells they both have copies of, the AST ones are also MP cheaper?

    SCH: Remove Dissipation. Or have IT stop removing Eos. It's thematically at odds with the class and fantasy of having the SCH betray their faerie for a quick power boost. Embrace isn't that powerful, just give people the AF stacks and 10% GCD heal boost and move on. Have something else work with Faerie Gauge. Simple answer is put Fey Blessing back on it but without a CD. If someone has 90 gauge and wants to blow it on 3x Fey Blessings, is this really so overpowered? It de-facto would be a 1 min CD anyway because of how much gauge it costs, and give us something more "general use" to use the gauge on. On the one hand, SCH has so many buttons...but on the other, they're all pretty useful. Lower Deployment Tactics to 60 sec, too, while you're at it. It's such a fun ability, but I feel like I HAVE to save it for big emergencies. Let us use fun stuff more often. I'd honestly like to see Energy Drain removed from AF since it EXISTING means using AF heal abilities - and there are some cool/fun ones like Excog and Soil - is "bad". Make it cost 20 Faerie Gauge or something instead. Again, give that gauge some actual uses. Have Lustrate upgrade to having a barrier on it like Celestial Intersection; SCH is supposed to be a BARRIER healer yet it has not a single oGCD barrier, and Lustrate is a near-dead button most of the time anyway. Expedience was good, more things like that, please. Hell, have Lustrate give a single target Expeience to someone, I dunno. Just make it not suck.

    AST: AST is...way too busy in burst (but some people like that...), but for the buffer/support healer, it does surprisingly little of that OUTSIDE of burst. How about making the CD on Draw shorter, like 20 or 15 sec, so ASTs can throw out more frequent buffs and it's not carpel tunnel madness every 2 mins but only a single card played in between bursts? There's also some weird redundancies in the kit - why have Celestial Intersection instead of just two charges of Exaltation? - and why is Undraw still even an ability? AST is also suffering from button bloat, though I'm not sure the best way of addressing that other than combining a few things, though players have made suggestions for that. On the one hand, I'd like Draw/Play to be GCDs (make the next Malific 3x as strong to make this damage neutral), but then I also get some people like the high apm so...not sure a solution there.

    SGE: For what it is, SGE is fine...but is what it is fine? It could have and probably should have been "The GNB of healers", the "healer for DPS minded players", but it kind of...isn't. Instead, it has tons of powerful oGCD heals and Kardia (and its damage rotation) is something of an afterthought. And it's oGCD suite is ridiculously powerful. For a "Barrier healer", it can put out serious healing all at once. Toxicon isn't damage neutral, at the least it should do 1.5x a Dosis damage so it's less of a loss to use GCD shields on people. And have Adddersting generate ether every 20 sec or every time a Addersgall is used. Something to give it more of a use throughout a fight. Make Diskrasia a ranged instant - WHM and AST have cast time AOEs but one is point blank (and a Stun) the other is ranged. Yet SCH and SGE's are near-identical, Art of War just does 10 more potency of damage to targets. Give Dyskrasia a 25y range and centered on the target. It's an instant cast so it wouldn't even run into Gravity's issue of fizzling. Less damage than Art of War but can be used from range. Give it the Toxicon 1 animation and we can pretend to be Alphie from the EW trailer. Win-win. Then give it a Eukrasia effect that does a DoT on all targets and let SGE's play with that in AOE.

    ...okay, I went into damage kits for SGE more than I intended (and I COULD go into for each healer other than WHM and AST, I think both of their damage kits are fine as they are given how they work), but moving on.

    DPS: All DPS mitigations and heals should be GCDs. They don't have to be destructive like breaking combos, but they should force the Job to stop what it's doing if it wants to step out of its role and be a healer. Self-sustain is fine with stuff like Second Wind and Bloodbath, but they should still be choices, like Bloodbath should do healing but reduce damage by a bit while in effect. Make there be an actual trade-off where it's not always a no-brain answer that negates healers existing, but where it's still a useful tool. Also, shorter CDs for stuff like Shade Shift and Riddle of Earth. Their effects don't need to be powerful, but they should be frequent options for personal responsibility or soloing. SAM's Third Eye is a good example and probably a good place to start thinking about it. DPSers shouldn't be healing themselves to full left and right, or negating healers by doing their job, but they should have some options - as trade-offs against damage - for soloing or protecting themselves from mistakes. The important thing here - and I get it IS a tightrope to walk - is to give DPS players agency and let them pull themselves through things even if they have a somewhat bad healer, but at the same time, they shouldn't be so powerful or free that the DPS player can negate healers existing or use them without seriously considering if the trade-off in lost DPS is worth it.

    Melee: I don't play them, but one big thing seems to be boss hitboxes the size of a small galaxy. Those need to be shrunk down a bit.

    Ranged Phys: Don't usually play them, but a big thing seems to be people want more party support. An easy one would make Pelaton usable in combat with a 60 sec CD that gives the Expedience speed boost effect for 10 sec. That's super low hanging fruit! If you don't want to program it into Pelaton, do it into Tactician/etc; that one thing all of them have and could just be a role action but you wanted to keep the names different (like healer Raises and UNLIKE healer Esunas...RIP SCH Leeches...). Also that heal/shield thing BRD used to have in SB would be nice...Palisade? And I know this one is WAY out of left field, but can we give them Healer LB 3 like BRD had in ARR again? All the Ranged Phys? There's practically no time "line AOE of damage but does less damage than Melee LB" is really all that useful in boss fights that are basically always single target and where you're pretty much guaranteed a Caster that could Caster LB3 the few times it would be useful to do so anyway. And I'm a BIT iffy on it, but it might be nice for them to all have a Raise on a CD. Ranged Phys are all DPS nerfed for their "support/utility" anyway, may as well make it WORTH IT. Defibrillator on MCH, I saw someone suggest if DNC's Dance Partner is down when they do their big CD it could raise them, etc. There are some neat ways to make it unique and not OP, but also make runs where the healers go down and you don't have a RDM/SMN not outright wipes.

    MCH: APM is a bit high in burst (but again, some people like that), but it's also really bad for people with ping issues. Wildfire and Hypercharge should be based on charges, just like stuff like Requiescat is. Also Autocrossbow should do the same thing Heat Blast does, lowering the CD on AT LEAST Ricochet. And Flamethrower should be less...uh...bad. Also, Scattergun shouldn't require a target, just let it be a cone AOE that can be fired at will. And can we get a glowy version of the Machi hand mortar? It's nice to have weapon options that aren't flinging around a big rifle one-handed.

    Casters: Are...in general, probably in the best place of all the roles, imo. There are options from simple to complex, and each of the three feel distinct to play. However, I am sad for the SMN players that lost their preferred playstyle. As a SMN player since ARR, I find the new version vastly better, but some people really DID love the old one. Please let the new Caster be designed for them and try to rekindle that old SMN debuff and DoT mage feel?

    RDM: Lower the mana cost of Enchanted Reprise to either 1/1 or 2/2. 5/5 made sense when you needed 80/80 to do a melee combo, but 5/5 of 50/50 is a pretty huge chunk, especially when there are other movement options to compete with like Acceleration. ALTERNATIVELY, increase the cost to 15/15, but let it be used for generating Mana Gems. 3x uses would let the player use their caster combo. Tune the damage so it's a DPS loss vs getting into melee to use your melee combo, but is an option for if you need to get your burst out but can't safely get into melee range due to mechanics or the party's two melees being in the two melee range spots of the boss during a mechanic. This button needs a reason to exist or to be removed. Vercure is fine (as I mentioned above along with Clemency), but stuff like VerProShell (Magick Barrier) should really have a cast time, like old Protect did. And this should be true of ALL DPS Job mitigations. Give them a real cost in the only thing that matters: DPS. A RDM can play at being a healer in times of need, but doing so comes at the cost of being a healer, not a DPSer, for the time they need to do that. Other than all THAT, though... Just remove Jolt at this point OR make it the proc and Fire/Stone available baseline. While I love RDM's easy to pick up and run with design, Jolt and the Stone/Fire procs seem...clunky somehow. Remove Jolt and have the Stone/Fire spells up all the time, with the procs changed to "Empowered Stone/Fire" which makes the next instant cast or do extra damage or generate extra MP instead. Keeps an element of randomness with less clunk. Likewise, either reverse the AOE rotation so it's like the single target (Impact being short cast and Aero/Thunder long), or remove Impact entirely. And for the love of god, don't tack on ANOTHER finisher at the end of the combo. We're good for at least another expansion with what we have. And like with the healers, some stuff should be lower level. Vercure should be available by level 30 (scoot Verstone down to 28, it's fine), and Verraise at level 50. RDM gets taxed in damage for having these utility spells, yet doesn't get them for level 50 or 60 content, including old raids and stuff. Give us Verstone and Verfire upgrades. And can we have some shorter swords? It irks me whenever I'm casting and my camera's at all close to my character, even with the Tucks (the shorter ones in game), my sword sticks into the ground and wiggles around. Sticking into the ground STATIONARY wouldn't be so bad, but the way it wiggles makes the ground look like quicksand, even if I'm standing on stone. It's just...a little thing but an annoying little thing.

    SMN: I honestly love it like it is, but it needs a few tweaks. Second set of Primals for after Firebird seems a low hanging fruit; Leviathan, Ramuh, and Shiva to complete the set. Even if you just reskin Titan, Ifrit, and Garuda's abilities, it would still be nice. Energy Drain/Siphon just seems so dated and like it doesn't fit with the Job. And do they really need to be separate buttons? Just have it be Energy Siphon and Painflare, and have it do Energy Drain/Fester damage to the primary target and the lower AOE amount to the rest. Simple. Give Carby an autoattack. 0.7 sec animation lock isn't an issue for Radiant Aegis that we can't live with, and it won't prevent summoning since the auto-attack would be clipped/ghosted. It's tick damage, so who really cares? It would just be nice for players since it would make Carby look like more a partner than a pointless totem for Summons to manifest from, which is what it is right now. Make Physic scale off of INT. Vercure, which can be dualcast, isn't OP, why would Physic be? And unlike stuff like Curing Waltz, it's a GCD, so the chances of it being overpowered in any way are nonexistent.

    .

    The other Jobs I don't really play much of, though I do have passing interest in them, but I'm also worried about the 2 min meta designing us into a corner on Job designs in general, and encounter design severely limiting gameplay and role expression, and making healers largely sidelined at this point. I feel like some things need to change, but a lot of Jobs are actually not bad, they just need some touching up around the edges.
    (3)
    Last edited by Renathras; 12-01-2023 at 10:08 AM. Reason: EDIT for length

  3. #13
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    2,098
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by LilimoLimomo View Post
    Tanks:
    Gut tank healing so that self-sustain re-enters the atmosphere.
    Healers:
    Remove most, if not all, oGCD healing.
    I'm against removing healing from tanks, I think reducing it's fine, Some instances like PLD's sustain on magic attacks should be removed (for something more weaker that fits PLD's kit), Warrior Should have their team healing abilities removed as I feel like warrior shouldn't be actively healing Allies, Also it's aoe sustain is just unfun I'm ok with warriors high sustain but it feels like theirs no current drawbacks for it which is the issue.

    Removing sustain and also letting tanks stay in the current state they are would honestly just drive people more away from tank, I think both healers and tank need overhauls but just changing these two things wouldn't really make it fun on the tanks end.

    also If you removed/nerfed OGCD healing, good tank sustain/utility raid wide usage would actually make tank/healer more of a team reward, in that tanks using party abilities well will save healer GCD's, which I think is actually a really good interaction for the game.
    (1)

  4. #14
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,578
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    I responded the original DPS thread with the ones I play the most, so... here's the healers I do:


    Astrologian, since it's getting a rework anyways

    - I wish that AST's 2min burst windows becomes less hectic, and instead that card usage and APM rate is well distributed along the whole timeline. Cards to me are a great 'oomph' moment, that go by unsavored when it's all crammed into a few seconds.

    - Related to above's point, Draw becoimes a GCD and Play remains oGCD. Also Draw is now free to use and Play is what gets the charges.

    - If Minor Arcana stays, let it just be either Direct Damage (Lords) or a 10% Determination buff for someone for a few seconds (Lady).

    - Combust is no longer a dot. Now it's an action (with 15s recast) that applies a 15s timer debuff on the target that 'combusts' in direct damage with an aoe falloff component. If the target is caught by Earthly Star, the debuff combusts earlier with increased damage.

    - Pair of cards are now meant to be sorted to Tanks/Healers/DPSers instead of just Ranged/Melee. Cards also give an extra secondary utility effect based on the role.

    - Celestial Intersection is now only 1 charge, but is raid-wide and adjusted accordingly - to make up for the loss of that single target support, Essential Dignity recharges faster and Synastry now works with any single target healing.

    - Lightspeed is now a single target 15s sprint that you can apply on yourself or somebody else.

    /new/
    - "Luminiferous Aether" (reintroduced and rebranded) - an oGCD dps action that becomes available after you cast Play. It collects the residual aether from the card you used to cast an aspected offensive magic attack based on the little elemental animation you get with each card.



    Scholar

    - Seraph redesigned to apply the shield as soon as it arrives. Consolation is now just direct healing.

    - Let Fey Blessing consume faerie gauge once more and no recast time. This kind of makes up a bit for the whole Energy Drain versus Aetherflow heals, because you'd still get something to work with even if you opted to dps with the resource.

    - One more dot back. Shadowflare back. Deployment Tactics works for Dots now.

    - Dissipation thrown in the compost bin and resurging as something that actually feels great to press.
    (0)
    Last edited by Raikai; 11-30-2023 at 10:49 AM.

  5. #15
    Player
    Zeastria's Avatar
    Join Date
    Jan 2023
    Location
    ¯\_(ツ)_/¯
    Posts
    507
    Character
    Nathaniel Lenox
    World
    Twintania
    Main Class
    Scholar Lv 100
    AST [ I know they will get a rework in 7.0]
    (Here is some wishful thinking)

    ★ Let the healkit stay somewhat the same,
    I wouldnt want to lose that depth and it beeing turned into a WHM clone.

    ★ Let the cards stay the same, dont need to be more complicated
    - Rather add some depth to it.
    If i where to create a better card system i would go for:

    3 type of cards:
    Blue Card => TANK[Def/mitigation+ dmg]
    Green Card => HEALER[MP + dmg]
    Red Card => DPS[Crit + dmg]
    Note: If you give the wrong card to wrong role:
    The dmg buff gets reduced and the extra buff effect dosnt apply.

    [Astrodyne] + (Astrosigns) and [Minior Arcana]..
    They're the abilties i like the least with the job,
    and i think reworking them would improve the job.

    [Minor Arcana]:
    - Turns into a second card deck, separated from your main deck.
    - They will be AOE cards and give buffs like: inc movement speed(in combat), inc healing, mitigation..ect (utility kind of buffs).
    - You can't choose [RNG]; You draw one card and have to use the card to get a new one(has cd).
    - They stack, but the effect gets reduced.(If 2 AST, and they both buff with same ability)
    [The Lord card will be a seperated ability with 60s cd]

    [Astrodyne] and (astrosigns).
    They are the reason why AST has a busy opner/burst phase,
    Because it evolve around getting Astrodyne(buff) rdy for the 2min burst phase,
    Optimally with 3 different astrosign for the 5% dmg inc buff!

    Idk how we could have reworked them..
    Maybe make it so all the buffs are given regardless of astrosigns!
    But their duration is based on the how many unique seals you got?

    1 = 10sec
    2 = 15s
    3 = 20s

    (or just remove them and figure out something better, idk)
    (2)
    SCH/AST/DNC/VPR/SMN

  6. #16
    Player
    User531's Avatar
    Join Date
    Mar 2014
    Posts
    2
    Character
    Prinny Desu
    World
    Balmung
    Main Class
    Culinarian Lv 50
    Tank:
    Warrior - Please give us a Cockroach suit - we refuse to die.

    Dps:
    Black mage - Please we need a bigger hat.

    Healer:
    Sch - Like BLM we need a bigger book, the size of a Lalafell.
    (2)

  7. #17
    Player
    EusisLandale's Avatar
    Join Date
    Jan 2015
    Posts
    568
    Character
    Eira Landale
    World
    Cactuar
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by mallleable View Post
    SGE
    - something like a Hypercharge window that gives SGE access to instant 1.5 second gcd spells
    - an ability that grants Kardia to the whole party for a short time .
    That's actually something I want to see as well, and even know exactly where I'd want it. Eukrasian Pneuma. Lower upfront healing in exchange for the party wide Kardion so you pick the mode depending on whether the raid wide attack is all at once or a dot/multiple hits.
    I also kind of want to see Phlegma brought down to a 30s CD, possibly with potency changed to match if needed for balance. Still get 2 in during each 2 minute burst period, but you get another in outside of that and the time lines up to help serve as a reminder to reapply Eukrasian Dosis.
    There needs to be an easier way to get Addersting as well. Getting paired with another shield healer makes keeping that topped off annoying, to the point where I find myself using Dyskrasia as a movement DPS option more than Toxikon. If not that, then definitely your Hypercharge idea just to be able to Dosis on the move.
    (1)

  8. #18
    Player
    ThaCa's Avatar
    Join Date
    Mar 2022
    Posts
    853
    Character
    Wise Fuchsia
    World
    Phantom
    Main Class
    Summoner Lv 90
    I just want them to finally decide what to do with the DPS sub roles. Phys and mag ranged being more party focused than melee but still having BLM and MCH is going to forever be pain to balance around the party slots. Either split DPS into Greedy / Support sub roles with more definition or make them all greedy so they can be balanced purely around their own numbers and not buff stacking.
    (0)

  9. #19
    Player
    Zarkovitch's Avatar
    Join Date
    Nov 2014
    Posts
    671
    Character
    Sid Zarkovitch
    World
    Siren
    Main Class
    Gladiator Lv 100
    Tbh I rather wait what they give us . Because we dont know what they are doing. Even we give feedback they decide what they want to do on this game. I rather have low hopes and see how goes.
    (0)

  10. #20
    Player
    Pip_Chick's Avatar
    Join Date
    Jan 2022
    Location
    Yak T'el
    Posts
    1,133
    Character
    Pip Chick
    World
    Omega
    Main Class
    Scholar Lv 100
    I started playing SMN this Expansion, I like it a lot, but if I were to make a suggestion, as a baby SMN, I would want Carby to do some auto-attacking. It seems like he is there, but not really at the same time.
    (2)
    ₍ᐢ. .ᐢ₎

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