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  1. #21
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,273
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    Quote Originally Posted by ThaCa View Post
    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.
    I suspect BRD, and maybe MCH will be getting skills with cast times to some degree in 7.0 like they do in pvp as well as MCH getting some more utility considering it got Dismantle back. So I think that will make ranged balance as a whole a bit tighter in terms of damage vs. mobility, and utility. I don't know what they'll do with BLM considering it gets special treatment as it is Yoship's favorite.
    (1)
    Last edited by mallleable; 11-30-2023 at 12:34 PM.

  2. #22
    Player
    Thurmnmurmn's Avatar
    Join Date
    Aug 2021
    Posts
    882
    Character
    Bunbun Thurm
    World
    Lamia
    Main Class
    Red Mage Lv 100
    Considering my main is getting a rework (dragoon), I just hope it doesn't get gutted and simplified like crazy like the smn rework.
    And I know this next one won't happen but, more positionals please.
    (3)

  3. #23
    Player
    Yuella's Avatar
    Join Date
    Feb 2016
    Posts
    730
    Character
    Boulder Colorado
    World
    Cactuar
    Main Class
    Sage Lv 98
    WHM
    I want it to stay mostly the same. Have no complaint about the job. Maybe add a water based job to make it lore accurate. I'm thinking water should be an AoE attack that upgrades to Holy just like aero and stone upgrade to dia and glare.
    (1)

  4. #24
    Player RitsukoSonoda's Avatar
    Join Date
    Apr 2014
    Location
    Kugane (No that red crayon is totally legitimate) >.>
    Posts
    3,146
    Character
    Ritsuko Sonoda
    World
    Ultros
    Main Class
    Samurai Lv 90
    TBH. I'm more about changes to the actual gameplay design in terms of enemies, bosses, and areas than specifics on jobs and feel like we need a reversion back to ARR/HW in terms of encounters.

    Mob/boss positioning being important again because of instant untelegraphed AoE and splash attacks.
    Enemies having direct target abilities that ignore the enmity order and target randomly that either deal damage or apply debuffs which are also instant.
    More environmental hazards and mechanics. Like Aurum Vale's bile pools and gas vents, the sand columns and cerulean pools in cutter's cry, the plants in that 1 HW leveling duty that spawn exploding pods, etc...
    More enemies that simply ignore enmity generation like the lancer in an early boss battle that chooses someone as their target and attacks them exclusively until you take them out, or those bipedal dragons in HW that roam and attack where they feel like it.

    The gameplay itself has basically become too easy and predictable and no amount of job skill specific changes or overhauls is going to correct it. IMO i feel like the real cause of boredom playing a healer now isn't their kit. It's that everything is so excessively telegraphed that the only times players other than the tank receive damage is either from an unavoidable room wide attack, or playing with low quality players that keep standing in things they shouldn't be. Additionally the frequency of those types of attacks along with tankbusters has fallen noticeably so there's essentially always piles of shields/mitigation to stack for them during the time between the marker appearing and the attack finally going off resulting in them being a non-threat.
    (2)

  5. #25
    Player
    WaxSw's Avatar
    Join Date
    May 2019
    Posts
    657
    Character
    Waxillium Larede
    World
    Twintania
    Main Class
    Machinist Lv 100
    More dps tools to have some semblance of a mini rotation.

    I don't care if its in the form of better cards (ast), dots (sch) or even skill combos but if the game has us spending over 80-90% of our GCD's in damage dealing actions the least it can do is make those moments rewarding and not the 1nuke 1dot mess we have now. It would make everything from casual/solo content to high end more interesting

    I would love to see more interactions within the kits too, no more having X cd being completely unaffected by almost any other skill or resource we have
    (3)

  6. #26
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    1,921
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Dps:
    In general Rework damage buffs, I'd like to see less "buff" jobs in general and the jobs that do provide buffs would actually feel a bit more unqiue In timings... Even having more partner or target buffs would be considerably more interesting to me.

    Tank:
    Rework DRK give it cool animations also, Rework to pld (fix its buttons make goring blade a combo). Make cover, clemency, shield bash useful, reduce bloat, War, no more aoe healing for each mob, also remove shake it off for a intimidation ability that reduces enemy damage, put upheavel/gapcloser back on gauge, GNB Make heart of light physical aswell as magic. In general I'd like to see more complex DPS on tanks and their team abilities should be used more on team.

    Healer:
    Reduce OGCD heals or have more DPS optimisation like (energy drain), add more risk reward to healing kits vs DPS interactions, Increase fight damage where you can, Reduce healing potency in AOE heals (single target can be tuned down a lil bit), WHM, Add a Areo Proc, bring back elemental stone/wind magic AST, bring back noct sect, make cards more interesting Sage, Give it more kardia interactions (like making kardia give barriers, or aoe kardia on cooldown) have a energy drain equivalent, maybe another DPS button. SCH, Up the DPS on energy drain quite a bit, give it two dots with two different timers
    (0)

  7. #27
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Across one character or the other, I play everything, and the wishlist would quickly reach many, many pages if writing everything out, so I guess I'll just stick with some generalities for now:
    • Unfetter macros, perhaps through a more user-friendly version (call it, idk, Gamuts or Stacks or what have you).

      Let players combine actions into single keys as they please.

    • Fewer buttons, but more nuance possible from each key. (In addition to the customizations possible above.)

      If the action isn't both necessary and almost certain in most situations to create a net increase in enjoyable depth for most players worthy of its button cost, ax it. Yes, that may mean dropping things like Arm's Length and Surecast and just actually doing mechanics and engaging with our mobility kits or countering KBs by more versatile means instead. Yes, that may mean that having Senei and Guren as separate buttons rather than a choice one can set through simple positioning (are there multiple enemies within the line of attack -- if so, Guren; if you want to focus target, aim it through only one for less total damage but greater focus fire). Yes, that means either allowing players Etc., etc.

    • Few to no shared actions. No templates-based design. Trim them, starting with what is unnecessary.

      Replace Role Actions with job-unique actions, if even necessary. Replace Raise equivalents with the ability to heal downed allies, raising them when they've been healed for some amount of their HP (e.g., 20%, with their taking only 25% healing while downed). Replace Provoke with alternate methods of burst threat and with tank threat also temporarily stealing up to a high portion of total threat. Replace Tank Stance equivalents with passive Enmity bonuses for tanks and for striking from front>side>rear for further control, etc. Differentiate means of cleanses, and perhaps even whether the given healer has a omni-cleanse button like Esuna (or instead includes different sub-categories bundled with/among healing actions).

    • Larger swing/versatility, largely by not so pigeon-holing the outputs of each job via CDs and by letting kits expand more as they please / organically and with some attention to potential solo play.

      Though it might not always be in a DPS's interest, if they've got core actions that would seemingly allow for some interesting, even if cross-role, tactics at little to no additional button cost, then they should be so allowed. Let the Monk dodge/self-purify tank. Let the DRG kite-tank. Let the NIN combine the two. Let the RDM heal. Let the SMN Titan-tank. Let the DRK go wild. Let the WHM nuke. Let the SGE barrier-dance tank. In more serious and traditional content, such may make little difference, but it's worth future-proofing more oddball content (especially where said content is used for or makes particular use of longer-term job-specific investments like Relic grinds).
    (1)

  8. #28
    Player
    Hyperia's Avatar
    Join Date
    Mar 2014
    Location
    Gridania
    Posts
    1,440
    Character
    Aileen Pureheart
    World
    Sargatanas
    Main Class
    White Mage Lv 100
    I am a WHM and I want to do more healing (why do WARs heal more than healers?), would love to have buffs (shields, DPS boosts, speed boosts, AOE monster slows, boss damage reduction, etc) or other stats improvement spells, and less need to DPS.

    What I don’t want is an actual DPS rotation. If I get one of those, then it may be time for me to retire, I don't want to be a DPS.
    (5)

  9. #29
    Player
    fulminating's Avatar
    Join Date
    Apr 2022
    Posts
    1,179
    Character
    Wind-up Everyone
    World
    Zodiark
    Main Class
    Arcanist Lv 52
    Scholar: Bane, fester, miasma, crit adlo shield comes in one piece, faerie is an entity and commandable again, quickened aetherflow, mp generation on energy drain, delete seraph for rouse, and make consolation locked behind dissipation or something. Additionally the helices and addendums: white and black.

    Warrior: put the lifesteal back to a portion of damage dealt, conal overpower, onslaught/upheaval back on the gauge, get rid of that ridiculous stack system so haste stacking is fun again and vengeance counters can direct crit. Also bring back the directional crit to raw int, it’ll be fun. The infuriate cooldown refund is more interesting than primal rend, so more along the lines of the former than obvious trailerbait would be nice.

    Dark knight: stop it playing as hard into raid buffs if they’re staying. It scales way too hard to ever be balanced in its current state. Wholesale reversion to hw is probably not going to be the best move, but going in that direction broadly.

    Sage: on the subject of dark arts, just copy it fully. It feels so clunky in its current state. Lean more into the kardio thing, warrior still has a better version in nascent. Get a guaranteed crit attack that makes kardio critically heal - the shield breaking thing for instance. Scale it so it’s not use on cd, but mainly something to prioritise during heavy boss autos/useless tanks.

    Paladin: I dislike the rework, undo it. All they had to do was make it the unquestionably highest damage tank on dummies. They understand this concept with black mage, why is it so hard here?

    White mage: I want malediction of water but will settle for hydro pull. Some more mitigation would be nice, lily shield or something. Something versatile rather than lilybell style “oh look it’s a five hit raidwide”.

    Ast: nocturnal sect and time magic back. And unique effect cards, it’s not like parsing doesn’t adjust for them.

    Gunbreaker: A dot where you use continuation each tick of damage. I dunno, it doesn’t feel as nice to play as it did in shadowbringers. At least it’s probably going to be not terrible given how that would reflect back to ff8.
    (4)

  10. #30
    Player
    Lailani_Fey's Avatar
    Join Date
    Nov 2023
    Posts
    47
    Character
    Cure Starlight
    World
    Raiden
    Main Class
    Astrologian Lv 90
    I have posted a siimilar list in the other thread but what I would like to see happening is ...

    1. Reversion of Role Dilution
    Address the increasing distribution of healing and mitigation responsibilities across different roles, which diminishes the healer's responsibility and agency.
    • Return the major responsibility for group mitigation to healers. Mitigation mandatory for survival should be sufficiently coverable by healers.
    • Modify abilities like WAR Nascent Flash/Glint to ensure they are not excessively powerful compared to healer abilities. Avoid scenarios where a single role can sustain through a Savage fight independently.
    • Rework WAR Shake It Off and PLD Divine Veil. Consider transforming them into temporary Max HP buffs or attaching a cost, so they supplement rather than replace healers' actions.
    • Ensure healers are essential for high-end content. Create multiple instances requiring the concerted effort of both healers, beyond requiring them for being predictable targets for mechanics.
    • Introduce scenarios that require tanks to adopt more adaptive strategies, such as managing adds, crowd control, and positioning.

    2. More Engaging Healer Gameplay
    Enhance the complexity and engagement of playing as a healer, balancing team survival with personal survival.
    • Shift encounter designs from choreographed movements to more tactical and dynamic battles, reintroducing elements like untelegraphed TBs.
    • Provide instances requiring heightened situational awareness and adaptability, like in T5-T13 fights.
    • Implement resource management changes, such as introducing MP costs to oGCDs, making GCD heals a more viable option at times.
    • Design mechanics that engage healers continuously without long durations of DPS-only actions.
    • Offer unique mechanics for healers or reduce their cognitive load during complex mechanics, allowing them to focus on healing.
    • Enhance the interaction between oGCDs and GCD heals; Horoscope/Plenary Indulgence are positive examples.
    • Allow healers to rectify mistakes effectively through swift reactions and resource expenditure.

    3. Maintaining Fun with Improved Gear
    Address the issue of improved gear reducing the healer's role.
    • Eliminate magical mitigation from gear and rely on increased Max HP for easing difficulty.
    • Distribute heal checks throughout a fight, avoiding scenarios where they are easily bypassed with high DPS.
    • Create incentives for replaying content at higher difficulties, independent of the first-week raid challenges.

    4. New Abilities for Healers
    Introduce new abilities that add strategic depth to the healer's role.
    • Implement a skill similar to GW1's Divine Intervention or EQ2's Stoneskin, applicable to non-tanks and retaining effects like debuffs/knockbacks on damage. Cost and cooldown should be balanced.
    • Enhance Esuna for immediate effect with a reduced cooldown.

    Concerns about the ongoing design trend:
    Address the trend of shifting responsibilities from healers to other roles.
    • This could be due to the simplification of roles, especially tanks, and removal of unique mechanics and a general shift towards equalizing responsibility and power among players.
    • This shift is concerning as it diminishes the unique appeal of healers and leaves them without compensation. The focus on DPS detracts from the core role of healers, which is to ensure team safety and recovery.
    (1)
    Last edited by Lailani_Fey; 12-09-2023 at 08:15 PM.

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